.MMMM,
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MMMMMMMMMM MMMMM MMMM MMM MMMMMMMMM
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MMMM MMM MMMM MMMMM MMM MMMM MMMM MMMMMMMMMM .MM
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MMMMM MMMMMM MMM MMMM MMMMMMMMMM MMMM MMMMMMM MMMMM MMMM. MMM
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MMMM MMM MM MM MMMMMMMMM MMMMMMM MMMMMM MMMM
MMMMMMMMMM
"Banjo-Kazooie"
+------------------------------------------------------------------------------+
| ~~FAQ/Walkthrough~~ |
| ~~Created October 18, 2009~~ |
+------------------------+---------------------------+--------------+----------+
| RATED E (FOR EVERYONE) | "By Wiej" | Version 2.16 | XBLA |
+------------------------+---------------------------+--------------+----------+
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| | Table of Contents | |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
+----+---------------------+--------+------------------------------------------+
|No. | Name | Search | Description |
+----+---------------------+--------+------------------------------------------+
|(01)| Version History | VERS | A description of the FAQ updates. |
+----+---------------------+--------+------------------------------------------+
|(02)| Introduction | INTRO | The introduction to this FAQ. |
+----+---------------------+--------+------------------------------------------+
|(03)| Game Basics | BASICS | The basic skills and info you need. |
+----+---------------------+--------+------------------------------------------+
| 3a | Story | STORY | The story behind the game. |
| 3b | Controls | CONTROL| The controls of the game. |
+----+---------------------+--------+------------------------------------------+
|(04)| Walkthrough | WALKTH | The guide on how to finish the game. |
+----+---------------------+--------+------------------------------------------+
| 4a | Spiral Mountain |MOUNTAIN| The start of the game. |
| 4b | Gruntida's Lair | LAIR | Finding Mumbo's Mountain. |
| 4c | Mumbo's Mountain | MUMBO | Mumbo's Mountain guide. |
| 4d | Gruntilda's Lair | LAIR2 | Finding Treasure Trove Cove. |
| 4e | Treasure Trove Cove | COVE1 | Treasure Trove Cove guide. |
| 4f | Gruntilda's Lair | LAIR3 | Finding Clanker's Cavern. |
| 4g | Clanker's Cavern | CAVERN | Clanker's Cavern guide. |
| 4h | Gruntilda's Lair | LAIR4 | Finding Bubblegloop Swamp. |
| 4i | Bubblegloop Swamp | SWAMP1 | Bubblegloop Swamp guide. |
| 4j | Gruntilda's Lair | LAIR5 | Finding Freezeezy Peak. |
| 4k | Freezeezy Peak | PEAK1 | Freezeezy Peak guide. |
| 4l | Gruntilda's Lair | LAIR7 | Finding Gobi's Valley. |
| 4m | Gobi's Valley | VALLEY | Gobi's Valley guide. |
| 4n | Gruntilda's Lair | LAIR8 | Returning to Bubblegloop Swamp. |
| 4o | Bubblegloop Swamp | SWAMP2 | Finishing Bubblegloop Swamp. |
| 4p | Gruntilda's Lair | LAIR9 | Returning to Freezeezy Peak. |
| 4q | Freezeezy Peak | PEAK2 | Finishing Freezeezy Peak. |
| 4r | Gruntilda's Lair | LAIR10 | Finding Mad Monster Mansion. |
| 4s | Mad Monster Mansion |MANSION | Mad Monster Mansion Guide. |
| 4t | Gruntilda's Lair | LAIR11 | Finding RBB and returning to TTC. |
| 4u | Treasure Trove Cove | COVE2 | Activating the three Cheato cheats. |
| 4v | Gruntilda's Lair | LAIR12 | Going to Rusty Bucket Bay. |
| 4w | Rusty Bucket Bay | BAY | Rusty Bucket Bay guide. |
| 4x | Gruntilda's Lair | LAIR13 | Finding Click Clock Wood. |
| 4y | Click Clock Wood | WOOD | Click Clock Wood guide. |
| 4z | Gruntilda's Lair | LAIR14 | Going to the Furnace Fun. |
|4aa | Furnace Fun |FURNACE | Furnace Fun guide. |
|4bb | Tower Top | TOWER | Finding Grunty. |
|4cc | Final Fight | GRUNTY | Fighting Grunty. |
|4dd | Ending | ENDING | The game's ending. |
+----+---------------------+--------+------------------------------------------+
|(05)| Appendicies | APPEND | The FAQ's closing sections. |
+----+---------------------+--------+------------------------------------------+
| 5a | Stop N' Swap | SnS | A guide to the mysterious Stop N' Swap. |
| 5b | Bottles' Puzzles | PUZZLE | A hidden bonus in the game. |
| 5c | Item List | ITEM | A list of the items found in the game. |
| 5d | Move List | MOVE | A list of the moves in the game. |
| 5e | Enemy List | ENEMY | A list of the enemies found in the game. |
| 5f | Character List | CHARA | A list of the characters in the game. |
| 5g | Mumbo Token Guide | TOKENS | A list of the Mumbo Tokens. |
| 5h | Cheat Codes | CHEATS | A list of the game's cheats. |
5i | Achievements | ACHV | A guide to Banjo-Kazooie achievements. |
| 5j | Legal Disclaimer | LEGAL | The legal information about this guide. |
| 5k | Contact Information |CONTACT | Info you should read before contacting. |
| 5l | Credits | CREDIT | The FAQ's credits. |
+----+---------------------+--------+------------------------------------------+
==========================----------------------------==========================
| =~=~=~=~=~=~=~=~=~=~=~=~=~=~ |
| (01) | Version History | VERS |
| ~=~=~=~=~=~=~=~=~=~=~=~=~=~= |
--------------------------============================--------------------------
+-----------------+--------------+
| August 24, 2007 | Version 1.00 |
+-----------------+--------------+----------------------------------------------
| I submitted the file to www.gamefaqs.com after working on it
| for a few days. It's been a pleasure and I hope using it
| will be too.
+-------------------------------------------------------------
+-------------------+--------------+
| December 24, 2007 | Version 1.01 |
+-------------------+--------------+--------------------------------------------
| Fixed a mistake in the cheat section. There was an error
| in the cheat that opens Freezeezy Peak. Merry Christmas
| everyone!
+-----------------------------------------------------------
+-----------------+--------------+
| January 5, 2007 | Version 1.02 |
+-----------------+--------------+----------------------------------------------
| OMFG. George Homandor sent in the information about the
| messed up cheat. I'm sorry George for not giving you credit.
| It completely slipped my mind. Anyway, here's an update to
| give you credit for your fabulous work.
+-------------------------------------------------------------
+-----------------+--------------+
| August 14, 2008 | Version 1.03 |
+-----------------+--------------+----------------------------------------------
| Added T in the legend for time square for the Furnace Fun
| and fixed the sandcastle floor map for Treasure Trove Cove.
+-------------------------------------------------------------
+------------------+--------------+
| October 31, 2008 | Version 1.04 |
+------------------+--------------+---------------------------------------------
| Fixed a mistake in the GOLDFEATHERS cheat. Thanks to
| sam-del_567@hotmail.com for correcting this mistake.
+------------------------------------------------------------
+------------------+--------------+
| October 31, 2008 | Version 1.05 |
+------------------+--------------+---------------------------------------------
| Fixed a mistake in the Ice Key cheat. Thanks to
| maxpower592@yahoo.com for correcting this mistake.
+------------------------------------------------------------
+------------------+--------------+
| October 28, 2009 | Version 2.05 |
+------------------+--------------+---------------------------------------------
| This is the refurbished edition of my Banjo-Kazooie FAQ,
| modified for the Xbox 360 version of the game. Additional
| information/changed information pertaining to the Xbox 360
| version has been added and the FAQ has been polished. I've
| corrected typos, added ASCII art at the top, changed the
| layout, and cleaned up bad paragraphing and descriptions.
| Enjoy.
+------------------------------------------------------------
+-------------------+--------------+
| November 22, 2009 | Version 2.06 |
+-------------------+--------------+--------------------------------------------
| Fixed a minor error about the B button and corrected a
| typo.
+-----------------------------------------------------------
+---------------+--------------+
| July 15, 2014 | Version 2.16 |
+---------------+--------------+------------------------------------------------
| Made a few minor corrections to the walkthrough and moved some
| subsections from the GAME BASICS chapter to the APPENDICIES
| chapter.
+---------------------------------------------------------------
==========================----------------------------==========================
| =~=~=~=~=~=~=~=~=~=~=~=~=~=~ |
| (02) | Introduction | INTRO |
| ~=~=~=~=~=~=~=~=~=~=~=~=~=~= |
--------------------------============================--------------------------
It's been a long time since I've worked on a FAQ. Anyways, this is the
refurbished edition of my Banjo-Kazooie FAQ, modified for the Xbox 360 version
of the game. Have fun, and I hope you enjoy the guide. As I'm writing this FAQ,
this is somewhere in the neighborhod of my 10th time playing through the game.
This is one hell of a game.
Banjo Kazooie is an adventure game produced by Rare, a company that dishes out
some of the best platformers the world has ever seen. Made in 1999,
Banjo Kazooie was a hit N64 game, having you adventure through vast worlds as a
yellow-shorts wearing, blue backpack carrying bear named Banjo, who's bird
friend Kazooie resides within his backpack.
The VERSION HISTORY chapter will describe all of the updates that I have made.
The GAME BASICS chapter will give you the story and controls to get you started.
The WALKTHROUGH chapter will take you step-by-step through the game, telling you
how to get all 100 Jiggies, 900 notes, and 24 Hollow Honeycombs. The APPENDICIES
chapter provides additional game information and game secrets, as well as the
legal information.
==========================----------------------------==========================
| =~=~=~=~=~=~=~=~=~=~=~=~=~=~ |
| (03) | Game Basics | BASIC |
| ~=~=~=~=~=~=~=~=~=~=~=~=~=~= |
--------------------------============================--------------------------
This section will give you basic information about the different aspects of the
game.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 3a | Story | STORY |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
(Taken from Androgynus' FAQ, which is from the manual)
At last, the dirty green and blue smog was beginning to clear. Gruntilda stood
at the topmost window of her Lair, grinning wickedly down on her latest word.
"Tiny creatures far below," She cackled, "which of you'll be first to go?"
The witch rubbed her hands in glee at the prospect of putting her favorite
invention to good use. It was her pride and joy: a machine that could suck the
physical beauty from its victims for Gruntilda to absorb like a sponge!
And it would certainly teach her cutesy sister Brentilda a lesson. How dare
that interfering do-gooder inherit the family good looks and leave Gruntilda,
well... slightly disadvantaged in that department?
Hah! Not any more, gloated the witch, picking her nose smugly. Not any more.
Turning back the bubbling cauldron, Gruntilda began to cast the spell which
would reassure her that she was, of course, the most wonderfully attractive
creature in this bright new world...
Meanwhile, Tooty was skipping home through the sunny green fields of Spiral
Mountain. As she reached the garden gate, a pair of blurry eyes that could only
belong to her good friend Bottles popped up from a nearby molehill.
"Morning, Tooty," he blinked, uncorking himself from the hole. "And what are
your plans for this fine day?"
Tooty jumped up and down excitedly, remembering Banjo's promise. "Oh!" she
squealed. "When my lazy bother gets out of bed, we're on an adventure!"
"That's nice." Bottles squinted up into the sky. "Hang on, isn't that your
brother up there?"
Tooty turned, and saw an odd shape swoop down towards them at high speed.
"No, that can't be Banjo," She said, frowning "I wonder who it is..."
"Sweeter than me? Prettier than me? Impossible!"
Gruntilda was so furious at the cauldron words that she could barely control
her broomstick, screeching with anger every time her boots clipped the treetops.
"As cute as me, you stupid pot? For her own sake, I hope she's not!"
The witch sped recklessly on until her target finally came into view: staring
up at her from a field far below was the innocent young Honey Bear she'd seen
in the depths of that treacherous cauldron.
Gruntilda cackles. "I need those looks far more than she, and finally perfect I
shall be!" she cried, and sent the broomstick into a steep dive.
Kazooie popped out of the backpack as erupted just outside the window.
"Banjo!" she squawked in alarm. "Banjo, wake up!"
The Honey Bear groaned and pulled a pillow over his head. "Aww, Kazooie, it's
too early," came his muffled voice.
"This is no time to be lazy, farface!" trilled the Breegull, swinging
anxiously to and fro. "We've got trouble!"
Banjo yawned, rolled over-and fell out of bed in surprise of Kazooie's struggles
suddenly toppled both the backpack and its stand onto the floor with a crash.
At the same time a sudden gust of wind blew open the curtains, and beneath the
peals of manic laughter fading into the distance, Banjo heard the helpless cries
of a voice he recongnised...
Tooty!
The bear gulped, realising that this is going to be one of those days.
"Uh, Kazooie, what are you doing down there? He said in confusion, grabbing the
backpack as he bolted for the door. "This is no time to be lazy-we've got
trouble!"
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 3b | Controls | CONTROL |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-- |
--------------------------============================--------------------------
====================--------------------====================--------------------
| Left Control Stick |
--------------------====================--------------------====================
~~Move~~
The left control stick is used to manuever Banjo anywhere within 360 degrees.
This allows you to move and head to different areas. Holding the control stick
lightly will cause Banjo to tip-toe. Push it further and he will walk. Hold it
all the way and Banjo will run. Running is the most efficient way to explore
the worlds, so you should always do so. However, when moving across narrow
bridges, tip-toeing is safer and more advisable. A sudden change in direction
will cause Banjo to slide. Be wary of this while on high, narrow ledges, as it
can easily cause you to fall off.
Underwater, the control stick allows you to move as well. However, it is much
more difficult to swim to precise locations or to objects underwater. Pushing
the control stick up causes Banjo to go down while holding it down causes Banjo
to go up. On icy terrain, Banjo will slip and slide around. If you use Kazooie's
feet via the Talon Trot, you won't slide around like that.
====================--------------------====================--------------------
| Right Control Stick |
--------------------====================--------------------====================
~~Camera~~
The right control stick controls the camera system. Like pretty much all camera
systems, it can often infuriate you to no end. However, Banjo-Kazooie's camera
is generally better than most.
Moving the control stick right will rotate the camera left. If you hold it, the
camera will keep spinning around. Moving the control stick left will rotate the
camera right. Move the control stick back toward you to move the camera further
away from you. The first view (the close up one), is inefficient and won't allow
you to see most enemies. The second view is a little farther, and is much
better. The third and final view is very far away, allowing you to see all of
your surroundings. To move the camera closer to you, hold the control stick up,
away from you.
====================--------------------====================--------------------
| A Button |
--------------------====================--------------------====================
~~Jump/Swim~~
Like in pretty much every adventure game, the A button is used to jump. Tap A
and Banjo won't jump very high. Press it and he'll jump a little higher. Hold it
down for a little longer and Banjo will jump high. If you press A while in the
air, Kazooie will flap her wings, giving your jump a little more distance. This
is the single best move for crossing gaps, as it gives you a fair bit of
distance.
The A button will also allow you to use many pads the game has. Stand on a
Flying Pad and press A and you will take flight. Press A to fly higher (this
uses up one Red Feather. Press and hold A while on a Shock Jump Pad to leap high
into the air, allowing you to reach high alcoves and ledges.
While underwater, holding the A button will make Banjo kick his legs. This is a
slow swimming technique, and is inefficient for getting around underwater.
However, it is very useful when trying to grab an underwater item, as using the
faster swimming technique will often making you go over or around the item.
====================--------------------====================--------------------
| X Button |
--------------------====================--------------------====================
~~Attack/Swim~~
The X button will allow you to perform many different attacks, as well as swim.
Press X while holding still to perform the Claw Swipe. This move, since it
requires you to be stationary, will usually end up getting you hurt anyways, and
is very weak, so completely avoid it. Press X while holding still to roll
attack. This move is pretty much useless unless you're attacking a short enemy,
or attacking an enemy on lower terrain than you.
While underwater, holding the X button will make Kazooie propel you forward with
her wings. This is a fast swimming technique, and is good for getting around the
water. However, when trying to grab items underwater, the X button will only
infuriate you.
====================--------------------====================--------------------
| Y Button |
--------------------====================--------------------====================
~~Camera~~
Press the Y button to go into Banjo's first-person view. Press it again to go
back to the normal view. You can't move while in Banjo's perspective. However,
you can turn the right control stick to look around. This is useful for scoping
out new areas or trying to view things up on high distances that you can't see
from the normal view point.
====================--------------------====================--------------------
| B Button |
--------------------====================--------------------====================
~~Moves~~
The B button is used for several moves in the game, although by itself it does
nothing. When you learn the egg spit, hold the trigger and press B to fire eggs
backward. The B button also allows you to leave puzzles you do not wish to
complete.
====================--------------------====================--------------------
| Left Bumper |
--------------------====================--------------------====================
~~Camera~~
The left bumper has one purpose. This purpose is to center the camera behind
you. Hold the left bumper to do so. This makes traversing ledges and cliffs much
easier, as the camera won't rotate in wild directions. However, it is not
without flaw. If your back is facing a ledge or some other area the camera can't
collide with, the camera will not center behind you properly.
====================--------------------====================--------------------
| Right Bumper |
--------------------====================--------------------====================
~~Camera~~
The right bumper has only one purpose. This purpose is to center the camera
behind you. Hold the right bumper to do so. This makes traversing ledges and
cliffs much easier, as the camera won't rotate in wild directions. However, it
is not without flaw. If your back is facing a ledge or some other area the
camera can't collide with, the camera will not center behind you properly.
====================--------------------====================--------------------
| Left Trigger |
--------------------====================--------------------====================
~~Crouch~~
Holding the left trigger will make Banjo crouch. If you rotate the left control
stick, Banjo will turn around while crouched 360 degrees. You cannot move while
crouching. The only use of this is to perform other moves, which I will discuss
later.
====================--------------------====================--------------------
| Right Trigger |
--------------------====================--------------------====================
~~Crouch~~
Holding the right trigger will make Banjo crouch. If you rotate the left control
stick, Banjo will turn around while crouched 360 degrees. You cannot move while
crouching. The only use of this is to perform other moves, which I will discuss
later.
====================--------------------====================--------------------
| Start |
--------------------====================--------------------====================
~~Pause Game~~
The start button allows you to pause the game, giving you several options. On
the right side of the screen your totals of notes, eggs, feathers, Mumbo Tokens,
and Jiggies are shown. At the bottom of the screen, the Jinjos you have
collected in the world you are in are shown (the ones you have collected are not
faded). Your number of lives and health meter are shown at the top. Use the left
control stick to scroll through the options. Resume game will unpause the game.
View totals allows you to view the total number of items you've collected in the
different worlds. Help & options allows you to choose options and access
tutorials. Achievements will show your Xbox 360 achievements earned for Banjo-
Kazooie. Exit game will save and end your current game. Press X to go back
through menus and at any time, press select or start to unpause the game.
====================--------------------====================--------------------
| Back |
--------------------====================--------------------====================
~~Unpause Game~~
Pressing back will unpause your game if you are currently on the pause menu.
==========================----------------------------==========================
| =~=~=~=~=~=~=~=~=~=~=~=~=~=~ |
| (04) | Walkthrough | BASIC |
| ~=~=~=~=~=~=~=~=~=~=~=~=~=~= |
--------------------------============================--------------------------
I am under the assumption that you will use this start-to-finish. If not, the
totals I give out for Jiggies, notes, Hollow Honeycombs, and Mumbo Tokens will
not make sense.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4a | Spiral Mountain | MOUNTAIN |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
Moves - 6
Difficulty - 0.5/10
Enemies - Topper, Bawl, Colliwobble, Quarrie
After the cutscene of Grunty kidnapping Tootie for her looks is over, your
adventure begins. Head forward out of Banjo's house and Bottles the mole and
Banjo will introduce themselves. Bottles explains that Tooty was kidnapped by
the evil witch (Gruntilda), and offers to help you by teaching you moves. Say
yes to his offer, then continue out of the fencing. You should see a mole hill
soon. Stand on it and press X. Bottles will teach you the camera controls.
Now head over to the left. Go into the clearing with the tree stumps and
activate the mole hill. Bottles will teach you three jumps. A for a regular
jump, A+A for a wingflap, and left/right trigger+A for a flip-flap jump, the
flip-flap being the highest. Now high jump (flip-flap jump) onto the stump with
the HOLLOW HONEYCOMB (1).
Head out of the clearing and continue left around the mountain to the next mole
hill, where Bottles will teach you how to swim. Jump into the water and press X
to go under. Now hold the X button to swim quickly, or A to swim slowly. Find
the underwater alcove in the mountain (it's under the bridge) and grab the
HOLLOW HONEYCOMB (2).
Get back on dry land to where the swimming mole hill was and continue. Cross the
bridge and learn how to climb trees from the next mole hill. Jump onto a tree
and use the left control stick to go up and down. When you reach the top, Banjo
will automatically jump onto the top. Now go back across the bridge again and
climb the tree to the left. Get the HOLLOW HONEYCOMB at the top (3).
Now you should notice a waterfall pouring into a pond. There are ledges along
the wall, going behind the waterfall. Keep jumping across the gaps, wingflapping
for the bigger gap and grab the HOLLOW HONEYCOMB (4).
Jump into the alcove behind the wider waterfall and get the extra life. Head
back over to the climbing mole hill and continue around the mountain. Keep going
until you reach a dirt clearing with a bunch of rocks. Press X on the mole hill
to learn how to use the beak barge. Hold the left or right trigger and press X
to have Kazooie thrust her beak forward. Beak Barge all the rocks to break them,
and grab the HOLLOW HONEYCOMB from the last one (5).
Head out of the clearing and go up the ramp to the farm patch with the fencing.
Now activate the mole hill. First you learn the claw swipe. Stand still and
press X. Use it to kill the Toppers. Then roll the Bawls that come out by
pressing X while running. The last move is the rat-a-tat-rap. Use it to kill the
two collywobbles by pressing A then B while in the air. Get the HOLLOW HONEYCOMB
(6).
Excellent! You now have six honeycombs in your energy bar. Go back down the ramp
and head right until you reach the bridge. Go up it and begin heading up the
spiral mountain. When you reach the top, Bottles will have fixed the bridge. Now
head across it and into Gruntilda's Lair.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4b | Gruntilda's Lair | LAIR1 |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
Another annoying cut-scene showing that Grunty's beauty transfer machine thing
is almost ready ensues... You'll notice a steep slope ahead, but we can't go up
it right now, so head to the left and jump up the rock-like platforms to get
the JIGGY (1).
Jump down the platforms and go over to the right. Head into the cave with the
red eyes above it and you'll be in a grassy area with a giant boulder. Go up the
ramp on the right and stand on the Jiggy podium. You'll automatically enter the
view of Banjo. Press A to put your Jiggy in the puzzle, as Bottle says. The door
in the rock is unlocked, revealing the entrance to Mumbo's Mountain. Head
inside.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4c | Mumbo's Mountain | MUMBO |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
A mountain-themed level named after Mumbo, the shaman who transforms you into
various creatures. This world is extremely easy, requiring no maneuvering and
having easy puzzles. This level will introduce you to basic concepts in the
game.
Moves - 3
Difficulty - 1/10
Enemies - Grublin, Bigbutt, Conga, Ticker
Bottles will tell you there are new moves to be found in this world, three to be
precise. Ignore the Grublins at the start and go left. Go along the bridge and
grab the notes (7). Don't go across yet. From the bridge, jump onto the platform
with the blue JINJO on it (1).
Dive into the water and collect the six notes total in the two alcoves (13). Now
head over to the other side of the pond and up the ramp. Avoid the Bigbutt and
keep going down a little slope to an area where Conga the gorilla is. He gets
mad and starts throwing oranges at you. Notice there are three Orange Switches
around the tree Conga's standing on. For each switch, stand on it, then quickly
move once Conga's has thrown an orange. If you time it right, the orange will
activate the switch. Once all three switches are activated, get the JIGGY (1)
that appears.
Now climb up the tree until you grab an orange. Head over to the back behind the
tree to meet Chimpy, who closely resembles Diddy Kong. Feed him the orange and
he will raise the stump and give you a JIGGY (2).
From the stump, high jump onto the platform and activate the mole hill. Bottles
will teach you the egg spit. Hold the left or right trigger and press Y to fire
an egg forward, or B to fire one backwards. He gives you 50 eggs to start with.
Go to the left and start jumping up the ledges sticking out. Once you have the
MUMBO TOKEN (1), backtrack and go over to the right and head up the ramp to face
Conga. Spit an egg at him, then once he starts his orange throw. Hit 'im with
another egg and avoid the next two oranges he throws. Now hit him with one last
egg to finish him off. Drop down and grab the JIGGY (3).
Get away quick because Conga magically recovers and starts throwing oranges at
you again. Go over to the left. You'll notice a giant hill going upwards. You
can't go up by way of the hill yet, but you can take the stairs on the right
side. Head up the stairs and grab the notes along the way (22). You'll notice a
large brown mound in front of you. That is the termite nest. Leave it alone for
now, and instead head up the stairs on the left, getting the notes (26).
Talk to Bottles here to learn the Talon Trot. Hold the left or right trigger and
then hold down the othet trigger to make Kazooie do the running, allowing you to
go up steep hills and move faster. You must keep holding one of the triggers to
keep the move in effect. Talon Trot up the stone slab leaning against the
platform and go around to get the notes (40) and the JINJO (2). Drop onto the
platform in the middle and get the JIGGY (4).
Go around the back of the slabs holding the ledge to get the MUMBO TOKEN (2).
Now head down the giant slope that you couldn't go up previously, and grab all
the notes on the ledges sticking out along the way (61). Do it in a logical
order (from top to bottom) to minimize backtracking. Also get the JINJO on the
middle ledge (3).
Head back down and keep going past the Conga area, past the beehive, and cross
the bridge. In the Grublin area, take note of the small tower sticking out of
the ground. High jump onto it and grab the JINJO (4). Drop off the tower and
grab the MUMBO TOKEN behind it (3). Talon trot up the giant slope ahead and
collect all the notes on the ledges (79). Also grab the JIGGY on the middle
ledge (5).
Keep going up the slope and enter the break in the fencing. You'll notice huts
circling the area. Not every file has the same prizes in the same huts, but the
prizes themselves don't vary. Go over to the back of the area and take out the
Grublin, then talk to Bottles mole hill in the very back, behind the hut. He
will teach you the Beak Buster. Jump and press the left or right trigger while
in the air to slam the ground with Kazooie's beak. Beak bust all of the huts
around the area, grabbing the notes on each (85). Get the notes in the huts
(90), the JINJO (5), and the JIGGY (6), then get the JIGGY the last Jinjo gives
you (7).
Stand on the platform in the middle with Juju the totem pole spinning on it. You
must spit eggs into each piece's mouth, which requires some good timing. The
segments spin faster and faster each time. When one segment is left, DON'T feed
it right away. First, jump onto it, then high jump off it to the HOLLOW
HONEYCOMB (1). If you accidentally feed the last segment before you get the
honeycomb, you will be forced to re-enter the level. Feed the last totem segment
to get the JIGGY (8).
In the corner you should notice Mumbo's skull. This is where the shaman performs
his transformation spells. Before we go in, grab the MUMBO TOKEN (4) under the
ramp leading to the skull. Now high jump into the left eye socket of the skull
and get the JIGGY (9).
Don't go in the skull. We're still not ready. Go back all the way down the slope
to the beginning of the level. Head right and cross the bridge to the Conga area
and high jump from the stump raised by Chimpy. Go to the left where you got the
Mumbo Token and head up the ledges. Keep going this time and beak bust the Witch
Switch you see. This will cause a Jiggy to appear atop the Mumbo's Mountain
entrance. Jump off the ledges back down near Conga and head over to the stairs
leading up the slope. Follow the stairs to the termite nest, head around to the
right and enter the nest.
Kill the Ticker, then talon trot and start going up the ledges. Once you grab
the MUMBO TOKEN (5) on the second ledge, exit the termite nest. Head forward up
the slope to Mumbo's skull and enter it. Grab the notes in here (94) and then
stand on the skull in the middle. Press X to pay your 5 MUMBO TOKENS (0) and be
transformed into a termite. Exit the skull, head down the slope, and enter the
termite nest again.
Jump up the ledges, continuing up in the spiral, jumping the gaps. Stay near the
edges of the ledges or else you will hit the ceiling as you try to jump and your
jump will be cut off. You'll come to a grassy netting. After the Ticker asks
where you got the shorts, grab the last four notes (100). Avoid the Ticker, then
continue up the ledges (which get smaller and smaller) to another grassy
netting. The Ticker demands that you give him the backpack. Avoid him, then keep
going up the nest. Exit through the hole at the top. Get the extra life, then go
the other way and head to the top, where you'll find a JIGGY (10).
Now that you have all 10 Jiggies, drop down from the termite nest and face the
area where the bull and beehive are. Head down the rocky cliffside (don't be
afraid to jump, as the termite loses no honeycombs from falling) overlooking the
water. Go to the middle and find an alcove in the mountain, where you should
grab the HOLLOW HONEYCOMB (2). Now head toward the right on the cliffside and
jump onto the large slop heading up to Mumbo. Go downward and head back to the
corner of the level where you'll find the Banjo-Kazooie Pad, allowing you to
exit this level.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4d | Gruntilda's Lair | LAIR2 |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
Whenever you leave a level, an enemy escapes. In this case, it's a Ticker. As
the termite, head up the Mumbo's Mountain entrance. You might have to jump a
little, as it's steep even for the termite. Grab the JIGGY (2).
Head out of this area to the lair entrance. The magic of the transformation will
wear off, and you will turn back into Banjo and Kazooie. Go over to the slope I
said you couldn't go up in the beginning. Talon trot up the slope to find the
50 note door. Bottles will tell you that in order to open note doors, the total
of all of your notes in all the worlds must be at least the number on the door.
We have 100 notes, so the door will open, allowing you to progress.
Go to the left (it will be your right because when you enter the room, the
camera is in front of you) and take out the Gruntling. Head down the entrance
behind it and you'll find a cauldron. Activate it by going near it. Once you
find two cauldrons of the same color, you can jump in one to warp to the other.
Go around the room to get the eggs, plus the MUMBO TOKEN (1) in the very back.
Head back up the stairs and go to the other side of the room where you will find
the Treasure Trove Cove puzzle. Stand on the Jiggy podium and Bottles the mole
will tell you that you can move the right control stick down to remove pieces in
the puzzle (but you can't do this once the puzzle is complete). Press A twice to
finish off the puzzle, and a treasure chest in a later room will open up, giving
you the entrance to the next world.
Go over to the right in the corner where you will find Brentilda , Grunty's
nicer sister. Once she's done introducing herself, talk to her three times (by
pressing X while in front of her) to get three facts about Grunty's personal
life. While these may seem useless now, they will come in handy later. Now go up
the bridge by Grunty's face and into the next room. Jump over the stream and
take out the Gruntling. Drop down the cliff and enter the cave with the red
eyes. Head over to the upper right corner of the room and high jump into the
treasure chest.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4e | Treasure Trove Cove | COVE1 |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
A bright, beach-themed level with pirates and treasure chests. You'll find the
enemies are based on creatures that would be found on a beach. The maneuvering
required here is harder than in Mumbo's Mountain.
Moves - 2
Difficulty - 2/10
Enemies - Snacker, Snippet, Nipper, Lockup, Shrapnel
At the start, Bottles will, in an extremley corny imitationo of a pirate,
tell you there are two moves. These moves both involve special pads. Get the
four notes on the dock (4), then jump off it into the water. Be sure to be a
good distance away from the dock when you land. Snacker the shark will try to
eat you. Dive underwater and grab the blue JINJO (1) under the dock, then swim
to land before Snacker bites you. Take a left and head through the arch in the
rock, and go over to Nipper, the giant hermit crab. He might have helped you,
but he decides to attack you because big-mouthed Kazooie pissed him off. Get
into talon trot and stand out of Nipper's range. When he stops snipping, jump
into him and rat-a-tat-rap. Keep repeating this process. He gets faster as it
goes on. Once you've hit him three times, he retreats into his shell. Get the
MUMBO TOKEN (2) behind his shell, then go inside the shell.
Follow the spiralling path through the shell, grabbing the notes (10). Take out
the pair of Snippets, then high jump for the JIGGY (1). Backtrack and exit the
shell. Go through the arch in the rock northeast and you should see a pirate
ship. There are two trees to climb by the water, so do so and get the eight
notes on top of them (18). Climb the crates on the right to the top of the rocky
ledges, then talk to Bottles. He will teach you the Shock Jump. Stand on a Shock
Jump Pad and hold A to jump high into the air. Go backwards and traverse the
rocky ledges. There are several branches, so be sure to take them all. Grab all
the notes (30). Now head back to the ship. Jump into the water the ship is in
and swim through the open door in the left of the ship underwater
Grab the four notes (34), and the bars of GOLD (1) in the top left corner. Exit
this part of the ship. Resurface and talon trot up the left side of it (don't go
up the netting) and talk to Captain Blubber, the whale thing on the ship, who
has lost his treasure. We've already gotten half of it, so go to the right side
of the boat and beak bust the trapdoor type thing on the ship deck. You end up
on a crate. Jump into the water, dive in, then grab the MUMBO TOKEN (3) and the
notes (38). Now get the bars of GOLD (2). Jump back on the crate and high jump
to the exit. Head back to the left of the boat and give the gold to Captain
Blubber. He will reward you with a JIGGY (2).
Climb up the pole and grab the Mumbo Token (4) at the top beneath the platform.
Now talon trot up the netting on the left, getting the notes (44). Grab the
feathers around the pole at the top, then climb up the pole to get the green
JINJO (2). Jump off the platform and head to the other side of the boat. Talon
trot up the netting, getting the notes (49). Talk to Bottles here and he will
teach you to use Flying Pads. Press A while on one to fly, and press A again to
fly higher, using up one red feather. Bottles gives you 25 feathers to start
with.
Stand on the pad right now, and take flight. Head forward into the giant arch in
the heart of Treasure Trove Cove. Fly into the left alcove high up in the arch
where the treasure chest. Position yourself a little bit away from the chest,
then high jump into it once it's open. Get the JIGGY (3). Drop down all the way
into the water. Get onto the crate a bit further into the arch than the alcove
you dropped from and grab the MUMBO TOKEN (5). Swim back to land, avoiding
Snacker. Head back up to the Flying Pad on the ship and soar up once more. This
time go into the right alcove. Grab the note (50), then enter.
Head around the place to the right, killing the Yum-Yum. Now kill the second Yum
-Yum. You should see a tree with a Jinjo on it. Jump onto the trunk of the tree,
climb it, then grab the yellow JINJO (3). Find the start of the spiralling path
upwards, then take the trek up, jumping gaps. Grab the notes along the way (53).
When you reach the top go behind the lighthouse and beak bust the Witch Switch.
A cannon will fire a Jiggy outside the entrance. Go back to the other side of
the lighthouse and rat-a-tat-rap the door. Grab the MUMBO TOKEN (6) and enter.
Get the notes around the top (58), then use the Shock Jump Pad to reach the very
top of the lighthouse. Grab the JIGGY (4). Use the wingflap to safely jump down
to the bottom of the spiralling path where the Yum-Yums were, then head down the
stairs. If you jump far enough from the very right edge of the alcove, then make
Kazooie flap her wings for as long as possible, you can land JUST at the shore,
but without taking any damage. Once you're on land, head back to where Bottles
taught you the Shock Jump by jumping up the wooden crates. Use the Shock Jump
Pad in front of you to leap straight up to a MUMBO TOKEN (7). Now head across
the wooden plank and shock jump to the next pad. Keep shock jumping from
platform to platform and grab the purple JINJO (4).
Continue jumping from pad to pad, and jump to the pad northeast on the ledge
sticking out of the rock wall. Now leap up the ledges to the alcove, then grab
the JIGGY (5). Go back down to the Shock Jump Pad near the ledge, then start
leaping the other way (left, not the way you came). On the final pad, leap
straight up for three notes (61). Now head back to the rocky ledges where you
learned the Shock Jump and head along the rocky ledges where you got all those
notes until you reach a chest in the water.
Head up the ramp behind the chest. Go past the beehive and Shrapnel, then take
out the Snippet. Get the notes (64). Now head left and shock jump to the next
ledge. Avoid the Shrapnel and shock jump again to the narrow ledge overlooking
the Shrapnel's pool. Carefully go across it and get the orange JINJO at the end
(5), giving you a JIGGY (6).
Head back across the narrow ledge and continue to the next Shrapnel. Jump into
the water and dive under it. Get the JIGGY (7), then head back to safety.
Continue over to the end of the cliff. Slide down the side of the ladder with
the notes (68). Jump into the chest when it's open to get two MUMBO TOKENS (9).
Go to the other ladder and slide down the side with notes again (72). Slide down
the note side of one last ladder (76), then head over to the very narrow ledge
overlooking the water behind the ladder. Jump from crate to crate, then high
jump to the ledge. Keep jumping from ledge to ledge and then grab the JIGGY in
the alcove at the end (8).
Dive into the water and swim past the rock pillar on the right. Go underwater
and grab the HOLLOW HONEYCOMB in the corner on the left across from the pillar
(1). Swim back to land before Snacker takes a bite out of you, then head left
through the archway to Blubber's ship and to the Shock Jump Pad area. See that
large, thick pillar by the water, past the Yum-Yums and all the Shock Jump Pads
on pillars? Go behind it and get the MUMBO TOKEN (10). Continue past the pillar
to find two chests. Jump into the first one for notes (81). The second one
contains red feathers. Head behind the first chest, jump into the water, and
swim straight forward to a crate. Get on the crate and grab the HOLLOW HONEYCOMB
(2). Swim back to where you were and go right. Walk up the bridge to the
platforms heading up the spiral tower. Jump the gap and get the notes (85).
Continue up the platform until you reach the top. Beak bust the red X and it
will turn into an arrow pointing towards where you should fly.
Use the Flying Pad and follow the arrow. Fly over the ladder area and past the
Jinjo ledge. Go to the cliff with another red X and a Flying Pad. Beak bust the
X and it will become another arrow. Fly in the direction the arrow points to the
part of the rocky ledges with the Shock Jump Pad molehill where a Flying Pad is.
Beak bust the X, then keep on flying. Fly to another part of the rocky ledges
and beak bust the X. Fly to the thick pillar by the water in the Shock Jump Pad
area. Collect the notes (91), then beak bust the X. It will turn into a question
mark, and a chest will mock you, claiming you won't be able to find the treasure
now. Since you're not five years old, check around the pillar and jump onto the
island once you find it. Kill the Snippet, then beak bust the X. A small chest
will start bouncing around. Shoot it with an egg to open it. Get the JIGGY (9).
Swim back to the mainland and return once more to the shock jump mole hill. Move
away from the molehill towards the path and drop down. You'll be on a ledge with
Leaky, the bucket. Spit two eggs backwards to patch his holes, then he will
empty the water in the pond below, killing the Shrapnel. Jump on top of the
sandcastle and get the notes (96). Now enter the sandcastle. Get the four notes
(100) in the small patches of water on either side of you at the start, then
proceed to the puzzle. You have to spell out BANJO KAZOOIE on the sandcastle
floor in 100 seconds. Beak bust the letters in order. The timer starts when you
hit B. Here is a map:
1 2 3 4 5 6 7
+---+---+---+---+---+---+---+
H | J | | G | | A | | L |
+---+---+---+---+---+---+---+
G | | V | | E | | C | |
+---+---+---+---+---+---+---+
F | M | | N | | R | | P |
+---+---+---+---+---+---+---+
E | | D | | O | | S | |
+---+---+---+---+---+---+---+
D | Z | | U | | Y | | I |
+---+---+---+---+---+---+---+
C | | X | | T | | F | |
+---+---+---+---+---+---+---+
B | O | | A | | W | | O |
+---+---+---+---+---+---+---+
A | | H | | B | | K | |
+---+---+---+---+---+---+---+
Hit the tiles in this order: A4, B3, F3, H1, E4, A6, H5, D1, E4, B1, D7, G4.
Once you've spelt out BANJO KAZOOIE, the jail in the back will open. Destroy the
black Snippet, which takes more hits than normal, then grab the JIGGY (10). Nice
job, you've completed Treasure Trove Cove! Remember where this sandcastle is and
how to get in, because it's the place where you enter all of the game's codes.
Now exit the sandcastle. Head through the arch and back to the dock. Stand on
the Banjo-Kazooie Pad to leave.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4f | Gruntilda's Lair | LAIR3 |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
Kill the Snippet that escaped, then look at the ship-like wall where this room's
exit is. Jump on top of the cannon that's sticking out, then jump to the top.
Take out the Gruntling, then high jump again. Grab the JIGGY (3). Drop down and
exit. Climb the vine and take out the Gruntling. Jump the stream and head into
the 50 note door room.
When you walk down the ramp, turn back and use the Shock Jump Pad to leap into
the alcove. Use the Jiggy podium and place two pieces in. Bottles will give you
one last tip for solving puzzles, which you should use right now. Press the left
or right trigger to put all your pieces in at once. Do so and the grate blocking
off the entrance to Clanker's Cavern will open. Head back into the waterfall
room up the ramp and go into the pipe pouring out water.
For some unexplained reason, there's no water in here! Head through the pipe and
jump out the crack once you find it. Jump on top of the pipe and head to the
front of it where you came from and get the MUMBO TOKEN (11). Now take out the
Gruntling near the crack in the pipe and activate the red cauldron ahead. Near
the cauldron is a small pipe with a grate blocking it. Jump on to it, then high
jump for a gold feather. Head out of the pipe to the waterfall room, then jump
on top of the pipe and on to the node on top of it. High jump to the purple
alcove and head inside.
Drop onto a ledge below the one you're on. It's on your left because of the way
the camera is positioned. Beak bust the platform switch to make the platforms
rise. Leap across them and enter Clanker's Cavern.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4g | Clanker's Cavern | CAVERN |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
A dank and damp sewer-like cavern, where you will meet Grunty's trash compactor,
Clanker. Most of the Jiggies in this world are inside of him, and you'll be
holding your breath a lot in this world.
Moves - Wonderwing
Difficulty - 5.5/10
Enemies - Snippet, Grille Chompa, Mutie-Snippet, Whiplash
At the start, drop down into the water and kill the Snippet. Climb the ladder to
the top of the tank and high jump on to the pipe on the left. A new enemy is the
Grille Chompa. Notice the grills in the wall. When you go near it, a giant green
slug monster comes out and bites you. Rat-a-tat-rapping is the best way to take
them out. Head along the left pipe and kill the two Grille Chompas, getting the
notes (4). Jump the gap and get the gold feather, then jump onto the world's
entrance and get the MUMBO TOKEN (12). Cross another gap and grab a second gold
feather. Jump to the red feather, then make your way along the pipe, getting the
notes (8) and killing the Chompas. Now you'll be on a tank. Break the beehive if
you need the energy, then grab the yellow JINJO (1).
Dive into the water and swim through the underwater pipe. Get the notes along
the way (14). You'll find Grunty's garbage grinder, Clanker, who resembles a
giant shark. First, resurface to regain oxygen. Head along the right side of the
room. You should see a hole blocked by a grate. Behind it is a Jiggy. Continue
to an open hole. Swim through it and follow the winding passage, then get the
JIGGY (1).
Quickly swim back to the main area. Now look for a giant opening underneath
Clanker. A chain attatched to him goes through this hole. Swim under it, where
you will find a fish named Gloop. He spits out bubbles, which you can touch for
two extra oxygen honeycombs. Find a key sticking out of the giant tank in the
center. Swim through it three times and Clanker will be freed. Now swim around
the perimeter of the area to get the notes (22). Also get the green JINJO (2) on
the side of the tank.
You don't have to get everything in one trip, but be sure not to leave anything
behind. When you swim through the key three times, Clanker will rise above the
dirty water, allowing him to breath. He will give you a Jiggy as reward.
Resurface and head in front of Clanker. Face the yellow pipe where you entered
this room and look to the right. You should see an orange pipe. Swim through it
to get a MUMBO TOKEN (13). Near the orange pipe is a bobbing platform on the
surface. Use it to jump to the edge of the ledge with the Grille Chompa. Take
out the Chompa and get the gold feathers. Right of the ledge is a pale colored
pipe in the water. Swim through it until you get the blue JINJO (3).
Keep swimming until you reach the pipe's exit, then resurface. Keep going across
the surface toward Clanker's back until you see a Chompa guarding a beehive.
Ignore the Chompa and head up the pipe near it. Shock jump to an alcove. Keep
jumping from alcove to alcove, collecting the notes (24) as well as restocking
your inventory. Jump down from the extra life alcove and head to Clanker's back
fin. First of all, on your left, swim through the pipe and get the gold
feathers.
Jump off and head to Clanker's back. Now straight ahead of Clanker's back fin is
a green pipe underwater. Swim through it to reach an area with mutant Snippets.
These are like regular Snippets, only they're disfigured and green. Head to the
pool in the middle. Kill the four mutant Snippets and they will relinquish their
Jiggy. Before you get it, grab the notes around the pool (32). Now, from outside
the pool, highjump to the pipe in the back and go to the center pipe with the
JIGGY (2).
Exit the mutant Snippet area and you should see a pipe on your left on the floor
of the room. Swim through it for notes (39). Resurface and jump onto Clanker's
fin when rises it out of the water, then from there jump to the ledge with the
extra life. Kill the Chompa, then use the Shock Jump Pad to leap to the right,
landing on the pipe. Jump to the right onto the pole, then climb up, getting the
notes (43). Leap into the alcove, then jump to the next alcove and get the MUMBO
TOKEN (14). Jump onto Clanker's fin again, then highjump to his back. Collect
the notes all along his back (53), then get the JIGGY (3).
Clanker will complain that his teeth hurt, but we're not gonna help him yet.
First, go to his head and find his "blowhole". It's a bolt flying up and down
near his head. Wait for it to come down, then stand on it. When it blasts up,
get on the platform. Carefully get the notes along the narrow winding pipe (57),
then high jump for the JIGGY (4). Take the blowhole down, then go to Clanker's
back fin. Walk up to the top of it, then wait for it to line up with the red
feather platform, at which point you should jump onto it. Shoot three eggs to
break the grate blocking the JIGGY (5).
Drop down to the pipe ledge below, and go to the left and right sides. Get all
the notes (67), and the MUMBO TOKEN (15) guarded by the Chompa. Drop down into
the water from the right side (assuming you're facing the wall the Jiggy was in)
and head over to the Shock Jump Pad in front of the Chompa. Get to it using the
fin, then shock jump left and grab hold of the pole. At the top, jump off to the
pipe on the edge, then beak bust the grate and get the orange JINJO (4). Get the
notes as you talon trot down the pipe (72), then jump on to the square pipe.
Beak bust the grate and get the HOLLOW HONEYCOMB (1). Head back to the Shock
Jump Pad and look at the pipe to the right of it. Dive under and you will be
able to head into the pipe from the bottom. Get the HOLLOW HONEYCOMB (2), giving
you 7 honeycombs.
Now go to the front of Clanker. Staying on the side where the Shock Jump Pad is,
jump on the bobbing platform and shoot Clanker's gold tooth with three eggs.
This will open it up. Clanker will reward you for your dental expertise, so
enter the hole where the tooth was. Grab the MUMBO TOKEN (16) and go back out.
DO NOT DROP DOWN. Go to the bobbing platform on the other side of his mouth and
once more shoot his gold tooh with three eggs. Enter the tooth hole to claim
your other reward, a JIGGY (6).
Drop down and kill the Snippets, then talon trot to get the notes along the
slopped walls (80). Jump into the pool and head through the tunnel, avoiding
the Whiplashes. You'll end up in a room with a bunch of hoops. Find the green
one on the right and jump/swim through it. A timer for 48 seconds will start.
You have that time to go through all the hoops. You must always go through the
hoop that is green. The second hoop requires you to jump while swimming on the
surface, then you must go underwater. Next you must high jump from a crate, then
wingflap through two from a crate, after another underwater hoop. The last one
is underwater. You should finish with a little over 10 seconds left. A Jiggy
appears and the water level rises. Get the JIGGY (7).
Get the gold feathers above the crates. Head to the side of the room opposite
the Jiggy and use the Flying Pad. Fly into the alcove above the Jiggy and enter.
You'll be in a room with spinning fans. These will kill you, so talk to Bottles
on the left to get the Wonderwing move. Hold the left or right trigger and hold
the right control stick right to become invulnerable for as long as your gold
feathers last. You should have ten now, so head through the spinning fans while
collecting the notes (86), and at the end, get the JIGGY (8).
Restock your gold feather supply, then wonderwing back through the fans. Exit
this room. Adjust the camera so it faces the tunnel with the Whiplashes. Take
note of the two exits on the left and right. Go in the left one, where you will
find three notes (89). Now before you go, look at the pit underneath you. Dive
down and avoid the Whiplash, then grab the purple JINJO (5) and the JIGGY (9).
Don't exit Clanker. Instead, head back to the hoop room and take the other exit.
Get the notes (94) and leave. Jump onto Clanker's back from his fin and go to
the blowhole near his head. Wait for it to go up, then jump into the hole and
into Clanker. Stomp the Witch Switch that you will immediately find (which
raises the eyes of Grunty on the picture of her in the 50 note door room), then
Wonderwing through the fans, getting the notes (100). At the end, grab the
Jiggy (10).
Awesome, Clanker's cavern is done. Take the exit directly ahead of the Jiggy to
drop down into the hoop room. Use either of the exits on the left or right side.
Head to Clanker's mouth and swim through the yellow pipe in the wall ahead of
him. Surface and go to the land, then climb the ladder up the tank. Go across
the pipe on the left and jump into the pipe where the entrance is. Exit with the
Banjo-Kazooie Pad.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4h | Gruntilda's Lair | LAIR4 |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
Beak bust the Pipe Switch to the left of the Clanker's Cavern entrance. This
raises a pipe near the entrance to this room. Hop across the pipes and high jump
onto the pipe you just raised. High jump to the pipe ledge. Kill the Chompa and
proceed to Brentilda. After chatting with her, continue across the pipe and beak
bust the Grate Switch. This will open up two grates blocking off an underwater
tunnel. Leap into the water and swim through the tunnel, then head up either of
the ramps and stand on the Jiggy podium. Press the trigger to put in 7 pieces in
the puzzle, opening Bubblegloop Swamp.
Head back through the pipe and exit the Clanker's Cavern room. Jump down to the
Gruntling and take it out, then hop the stream and enter the 50 note door room.
Beak bust the two raised witch eyes to reveal a JIGGY (4). Go back into the
waterfall room with the Gruntling. Talon trot up the steep slope in the corner,
then open the 180 note door.
Take out another Gruntling and talk to Brentilda, who is behind the Grunty
statue. Head left up the slope at the end of the room, then through the pipe.
Kill a third Gruntling and enter the pipe on the right to talk to Brentilda. Now
head back out and along the winding bridge. Enter the swamp.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4i | Bubblegloop Swamp | SWAMP1 |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
A wet and dirty swamp, with pirahna infested waters. If you go in the water, you
will be bitten and won't be able to move quickly. The various challenges in here
are themed after reptililes and other swamp creatures.
Moves - Wading Boots
Difficulty - 4/10
Enemies - Flibbet, Buzzbomb, Mr. Vile, Pirahnas
Bottles will tell you there is only one move to be learned, and we're going to
learn it in about 5 seconds. Turn 90 degrees left and take out the Flibbit, then
press B on the molehill a little further. Bottles will teach you the wading
boots. Put on a pair of green rubbers boots and you will be able to safely go
through dangerous terrain, such as the swampy water found here.
Head back to the start and look for a golden crocodile (croctus) in an alcove on
the left. Shoot an egg into its mouth to make it disappear. Another one will
appear in an alcove along a walkway. Now put on the Wading Boots on top of the
stump. Head into the swamp water and get the MUMBO TOKEN (17) by the pillar,
then head back to land and deactivate the boots with the X button. Cross the
bridge, getting the notes (5). From the bridge, jump onto the pillar and get the
yellow JINJO (1).
Take out the Flibbit on the right and get the gold feather in the stump. Head
across the swamp via the log and get the notes (8), then cross another log with
notes (11). Kill the two Flibbits, grab the items in the stumps, then put on the
Wading Boots in a stump. Go to the back of the swamp area and get the notes
behind the egg (16), then go to the egg. Shock jump on top of it and beak bust
the blue X. High jump to get an extra life, then rat-a-tat-rap the X on the
side. Next up is another beak buster, followed by a beak barge on the front. One
last beak buster will yield a JIGGY (1).
Wait for the leaf floating around to come to you, then jump on it and jump onto
the pole. Climb up the pole to get a MUMBO TOKEN (18). Jump off the pole to the
land, then cross the log. Beak bust the green Jiggy switch, making a Jiggy
appear at the end of the walkway. Quickly talon trot up the steep slope, then
you can switch to normal walking to make it easier to cross the narrow and windy
ledges. Keep going along the walkway, collecting all the notes (36). If you hold
R and keep moving, it's much easier. If you panic and tip-toe in fear of falling
, you're more likely to fall. At the end, grab the JIGGY (2).
Now backtrack and get the stuff in the alcoves. Get the green JINJO (2) in the
first alcove on the right. Next up is a MUMBO TOKEN (19). Continue and feed the
croctus in another alcove. Another one will appear on a very high platform. Keep
backtracking to where the Jiggy switch was. Facing the ramp up, jump on the leaf
on the right and to the platform with a bunch of stumps. The golden Flibbits,
who want to protect their Jiggy, will come out to get you. Rat-a-tat-rap or beak
bust them (they're strong, it takes two hits for either move). There are about
six of them, and once they're all gone, get their JIGGY (3).
From the Flibbit platform, look for the log leading to a bunch of pillars with
huts on them. Cross the log and get the notes (39), then shock jump to a hut.
Beak bust it to open up another Shock Jump Pad. Like in Mumbo's Mountain, you
have to beak bust the huts to break them. Keep going upwards and eventually one
hut will reveal a Witch Switch. Get the five notes around it (44), then beak
bust the switch. The point of the hat the Grunty statue is wearing will explode.
Keep making your way up to the huts. Eventually you'll be facing a croctus.
Shock jump so that you collect the MUMBO TOKEN (20), then feed the croctus. A
fourth croctus will appear behind the alligator head. Head back to the previous
Shock Jump Pad, and turn the other way. Shock jump in the other direction to the
last hut. Bust it open for a JIGGY (4).
Wingflap down the platforms, then head back to the Flibbit arena. Get the notes
on the log (47) facing the giant alligator head. Head behind it and feed the
croctus. Another one will appear behind a giant turtle. Backtrack to the Flibbit
area and go over to the turtle, getting the notes on the log (50). Now you'll
meet Tanktup the turtle, who's feet are cold. Beak bust his four feet, getting
the notes on top of them (54), then he will open his mouth and give you a JIGGY
(5).
Before you go inside Tanktup, talon trot on top of his shell and grab the wading
boots. Get the orange JINJO (3) in the back in the swamp water. Now go to the
platform where the croctus is, take out the Buzzbomb, and feed the croctus. It
was the last one, so take its JIGGY (6). Jump back to Tanktup's platform and
enter his mouth.
You are in the presence of the Tiptup choir. Get a piece of paper and a pen if
you are not very confident in your memory, then talk to Tiptup, the conductor,
and he will start the lesson. The smaller turtles will make a noise in an order.
You have to beak bust them in the same color order as was shown. Write down each
lesson and beak bust the turtles. The first lesson has only three noises, the
second has 5, while the third has 7. Once you complete lesson 3, Tiptup will
give you a JIGGY (7). Head around the sides of the room for some notes (60),
then get the MUMBO TOKEN (21) behind Tiptup's desk. Now jump onto his desk and
high jump from it to get a HOLLOW HONEYCOMB (1), then exit.
Head back to the Flibbits, then over to the giant alligator. Collect the notes
on its snout (65), then head around behind its eyes. Put on the Wading Boots.
You have JUST enough time to do this, so quickly RUSH over to the swamp behind
the patch of land in the back (the second patch. not the first one). Grab the
notes (70) in the swamp water and deactivate the boots on land. Kill the Flibbit
, get the gold feather, then climb the pole on the land to get the blue JINJO
(4).
Drop down and jump to the nearest pole. Highjump on top and get the three notes
(73). Now get the eggs on top of the next pole, then jump onto the third pole to
grab some gold feathers. Wingflap to the patch of land behind the alligator,
then head up the ramp next to the alligator. Find the Wading Boots at the
entrance to the "maze" (which is not really a maze because there's only one
path. Put on the boots and head through the first part, getting the notes (78).
Put on a second pair and grab the notes as you head through the second part
(82).
Now hit the Jiggy switch outside the maze. You have 10 seconds to get across the
very narrow bridge to the Jiggy. If you fall, you land in the swamp water. As
with the other Jiggy switch Jiggy, its easier if you hold R and keep a steady
pace with Banjo. Tip-Toeing requires more precision, and will screw you if you
make one small mistake. At the end, grab the JIGGY (8). Head back into the maze
and put on the boots on the stump. Head through the final segment of the maze.
Get the notes as you go (85), then go behind Mumbo's skull to get a MUMBO TOKEN
(22). Enter his skull now.
Don't ask for the spell yet, first go behind his chair and get the MUMBO TOKEN
(23). Still don't transform. Jump on the torch that isn't lit, then onto the
planks at the top. Wingflap from above Mumbo to a HOLLOW HONEYCOMB (2).
Transform into an alligator for 10 MUMBO TOKENS (13), which is the only
transformation capable of attacking (press X for a chomp attack). Exit the
skull.
There is a secret exit that only the alligator is small enough to fit through.
It's in the wall on the right, so find it and go through it. The alligator can
go in the swamp water unharmed, and isn't hurt by falling either, so fall right
down. Go to the front of the giant alligator's snout and enter in the nostril.
Get the three notes (88), then stand between the two nostrils and jump for the
MUMBO TOKEN (14). If you look ahead, you'll find a fatass crocodile. Ignore him.
He has a Jiggy, but without the Running Shoes, which you can't use until Gobi's
Valley, it's EXTREMELY difficult to get his Jiggy, so we're not gonna get it
now. Exit through the other nostril and grab the other notes (91).
Head over to the Flibbits area, then proceed to the shock jump tower area. Now
you can get the goodies in the swamp by and under the pillars. Grab the four
notes under one (95), the JINJO (5), and the MUMBO TOKENS (16), then get the
JIGGY (9). Head over to the back right, take out the Buzzbomb, and grab the last
five notes (100). Exit the pillar area and head to the entrance. Jump on the
stomp and exit via the Banjo-Kazooie Pad without detransforming.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4j | Gruntilda's Lair | LAIR5 |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
Go behind the Bubblegloop Swamp hut and head through the pipe. At the end you'll
be in a snowy area. Up a slope on the left is a hole where Cheato is, but it's
blocked by ice that has to be broken by Banjo and Kazooie. We're going to save
the tedium of going back into the swamp, detransforming, breaking the ice, going
back and transforming, and coming back (especially with the maze you have to go
through) and just break the ice when we come back to finish the swamp. For now,
just stand on the Jiggy podium and press the trigger to complete the puzzle,
opening Freezeezy Peak.
Head out of the pipe and kill the Gruntling at the other end of the bridge.
After you've been detransformed, exit through the middle pipe to the area with
the Grunty statue. Head around to the opposite side and start jumping up the
ledges. Shock jump up to the Gruntling and take it out. At the top, open the 260
note door with your 400 notes and enter the room. A giant urn is in the middle
of the room. Rat-a- tat-rap the brick walls on the right and left to open them.
Grab the MUMBO TOKEN behind the sphinx coffin (17), then head through the brick
wall room that does NOT have Wading Boots in it. Kill the Gruntling and beak
bust the Shock Jump Pad Switch, making a Shock Jump Pad appear and circle the
urn. When the pad comes under you, shock jump into the urn.
Somehow, you'll fall through the roof of the previous room and through the hole
in the grunty statue, grabbing a JIGGY (5). Head back into the egyptian-like
room. Go up the enormous stairs on the left and proceed to the next room. There
are two Gruntlings in here, as well as webs that can be broken with three eggs.
Destroy the one on the floor and the one on the side of the room blocking a
cauldron. Activate the cauldron, which is purple. You now have a link between
here and the 50 note door room. Take out the Gruntlings and head through the icy
corridor. Before you enter the peak, high jump to the Shock Jump Pad and leap up
to the alcove above. Head left and shock jump again to a MUMBO TOKEN (18).
Wingflap down and enter Freezeezy Peak.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4k | Freezeezy Peak | PEAK1 |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
A winter wonderland complete with presents, polar bears, walruses, and evil
snowmen.
Moves - 1
Difficulty - 5/10
Enemies - Sir Slush, Chinker, Twinklie Muncher, Ticker
The icy terrain here makes Banjo slip. However, if you talon trot, you won't
slip. At the start, ignore the igloo and head down the first slope, getting the
notes (5). You'll meet Boggy, the polar bear, who ate something shiny. Yeah, you
probably can guess what it is... Keep going down the next slope, getting the
notes (9). Head forward and ignore the snowman. Look for a Christmas box in
front of a tree. Beak bust it and lights called twinklies will ask you to help
them get to the tree by protecting them from the twinklie munchers. The munchers
pop out of holes along the wooden path. Wait for the 1st one to pop out, then
rat-a-tat-rap it. Now the second, then the third, then the first one again. As
long as you continue in this order, 10 twinklies should get across with no
problem.
The cheap bastards don't give us a Jiggy. Instead we get a light switch in back
of the tree.. Oh well, head to the back and kill the Chinker, then get the notes
(14). Don't fall in the water, or you lose honeycombs as it's freezing cold.
Shoot the light switch with three eggs and the tree lights will go on. You have
60 seconds to fly through the star at the top three times. Head out of the tree
area and go past it. Look for a stack of presents. Near the top is a Flying Pad,
so use it to fly up to the star. Fly through it three times and an ice block
with a Jiggy will explode inside the tree. Land down to the wooden path and jump
into the tree's soil. Get the MUMBO TOKEN (19) behind the trunk, then climb up
the trunk.
Kill the Tickers, then get the red PRESENT (1). Yeah, in this level, we're Santa
Claus. Climb up more and get the notes on the ledge (26). The next level has red
feathers, followed by eggs. From the eggs ledge, jump to the JIGGY (1) in the
center. Exit the tree.
Go over to the stack of presents with the Flying Pad and talk to Bottles behind
it. He will teach you the beak bomb. While flying, press X to have Kazooie act
like a missile and lunge forward. This will activate targets and destroy some
barriers. In the corner of the presents and the bridge with the red feathers,
get the MUMBO TOKEN (20). Now get the notes on the presents (30), then high jump
for the purple JINJO (1).
Use the Flying Pad. It's time to show those snowball-throwing asshole snowmen
not to screw with us. To kill one, beak bomb the red X on their hat. Kill the
one on the present with the notes around it first to reveal a Mumbo Token. Now
take out the one across from it for the Witch Switch. Head to the back of the
level where you'll see a village. Beak bomb the snowman on the island for a
Mumbo Token, then take out the one in an island in a pool with notes for the
Hollow Honeycomb. Just one more left. Keep heading around the level until you're
heading back to the other side, only on the ohter side of the giant snowman.
Look for a snowman on a cliff face. Take it out for two gold feathers. As your
reward for killing all the snowmen, a Jiggy appears atop the huge snowman
statue. Before you land, head to the front of the snowman. See its red white and
blue buttons that look suspiciously like targets? Beak bomb all three of them
for a Jiggy.
Land around the presents and grab the four notes on the sides of the present
where you killed the snowman (34). Grab the MUMBO TOKEN (21). Stomp the Witch
Switch on the other snowman platform (which opens an alcove high up on the
Freezeezy Peak wall to reveal a Jiggy), then head to the giant snowman's island.
Get all the notes (44) and the two MUMBO TOKENS (23) around the snowman's legs,
then get the JIGGY (2) from the targets.
Go up to the land with a huge ramp in front of it. Grab the green PRESENT (2) on
the island to the right, then head up the huge slope. Kill the ice cubes and the
beehive if you need it, then head down the thin path to the right to get the
gold feathers from the snowman. Go back to the beehive and head left. Head all
the way up the snowman's winding scarf. Along the way, get all the notes (59).
At the top is a beehive. Go behind it (a note is there) and around the scarf to
get all the notes (63). Near the beehive is the snowman's broomstick. Jump on it
and get the blue JINJO (2).
Go around the scarf until you find a Shock Jump Pad. Jump to the ledge on the
left and head across the narrow wood. Drop into the bucket and get the JIGGY
(3). Jump over the gap in the logs once you go back and jump with another Shock
Jump Pad. Get the blue PRESENT (3) on the snowman's nose, then fly to the top of
his hat (not the brim). Snatch the notes around the hat (71), then get the JIGGY
(4). Wingflap down to the brim, then to the scarf. Head over to the Shock Jump
Pad and get on the sled. You'll automatically slide down the scarf and grab a
MUMBO TOKEN (24). You happen to land on Boggy, who spits out his JIGGY (5).
Boggy will take his sled that you found and he'll go practice. We're gonna race
him later. Head up the slope to the level entrance and enter the igloo you
ignored before on the left. Boggy's kids are unhappy because they don't have
their presents. Give the kids their three presents and get the JIGGY (6) they
give you. Grab the MUMBO TOKEN (25) behind the table and leave.
Go down the slopes and make a right. Grab the MUMBO TOKEN (26) on the snowman
island with red feathers. Head over to the village. Get the notes on the house
(74). Now go to the back of the house with the chimney and get the green JINJO
(3). Get on the part of the house you won't slip on and position yourself a
little bit away from the chimney (it won't work if you're too close). High jump
to the top and press A on the Flying Pad, netting you a MUMBO TOKEN (27). Land
on the other snowman island and grab the HOLLOW HONEYCOMB (1).
Grab the three notes on the other house (77), then jump into the freezing water
in front of Mumbo's hut (don't worry about the damage unless you're really low
on health). Enter his hut. Jump onto the unlit torch and to the planks. Grab the
notes (83) and the yellow JINJO (4). Stand on the Mumbo pad and be transformed
into a walrus for 15 MUMBO TOKENS (12). Exit the hut.
The walrus isn't hurt by freezing water, so go over to the lake where the Hollow
Honeycomb was and get the notes (92). Go back toward Mumbo's skull. Near the
house you should see a slope leading upward. Head up this thin slope and go on
the scarf. Jump to the ledge nearby with the walrus (Wozza). It'll be a pretty
close call, but you can make it. Talk to Wozza and he'll give you a JIGGY (7)
literally just because you're a walrus (7). Get the notes (96) around this ledge
and enter Wozza's cave.
Wozza will allow you to look around , giving you the perfect opportunity to
steal his stuff. Find a icy cold pond on the left in the back and follow the
stream to land. Get the HOLLOW HONEYCOMB (2). Head back through the water and
leave Wozza's cave. Drop down into the icy cold water below so you're under the
scarf. Grab the MUMBO TOKEN (13) here and head through the snowman's legs over
toward the entrance. Left of the slope heading to the entrance is another slope.
Go up here to find Boggie. Grab the four notes (100) in the back, then head back
to Boggie, who will challenge you to a sled race.
Accept the challenge. You have to beat Boggie in a race around the peak, but you
also must go through all the flags. If you miss one, the game will interpret it
as you being behind that flag. Boggie will use his size to push you behind, so
counter by jumping over him when you can. You'll have to cross some bridges over
the icy water. If you fall in, you're in big trouble. As long as you jump over
him and don't waste time, you should win relatively easily. Boggie will give you
your JIGGY (8) and says he thinks he needs to race someone his own size. Damn
straight.
Head down the slope and to your left to the village. Continue past the houses
and over to Mumbo's hut, where you should head in. Transform back into Banjo and
Kazooie, then leave the hut. Use the Wading Boots (yeah, of course they're on
this side) and head across the icy water. Go up the narrow ledge by the house to
the snowman's scarf and jump down to wozza's cave, which you should enter. Wozza
will tell you to take the orange thing and leave him alone. High jump to the
alcove on the right in the back and grab the orange JINJO (5), then get the
JIGGY (9).
Once again, we can't get the last Jiggy without the Running Shoes, as Boggie is
too fast for Banjo and Kazooie without the shoes (you have to race him again).
Leave Wozza's cave and head down the slope on your right. Head past the presents
and take a left, passing the tree to reach the slope on the right. Take the
slopes up and use the pad on the right at the top to leave the level.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4l | Gruntilda's Lair | LAIR6 |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
We can't get the Freezeezy Peak Witch Switch Jiggy, we need the Running Shoes
(grrr). Head back to the room with the two Gruntlings. Take them out, then jump
into Grunty's mouth (there's a statue of Grunty's head). Open the 350 note door,
since you have 500 notes... right? Enter the new room.
You'll be in a room with narrow ledges above a pit of lava that will instantly
kill you. However, we only need to go a little ways to the sixth puzzle. Stand
on the Jiggy podium and press the trigger to open Gobi's Valley. Head back to
the other room.
Go down the stairs that leads to the room with the big urn. Find the doorway
that had the bricks near Gobi's Valley. Put on the Wading Boots and rush over to
the Gobi's Valley room. Cross the quicksand and talk to Brentilda behind the
entrance, then enter the world.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4m | Gobi's Valley | VALLEY |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
A desert, Egyptian themed level. Yeah! This is my kind of world. All of the
challenges are puzzles, most of them being inside pyramids. Enemies are wrapped
in cloth. The level has quicksand all over the place, which you can't enter or
you'll be hurt.
Moves - 1
Difficulty - 6/10
Enemies - Slappa, Scabby, Mum-Mum
At the very start, turn around to see two rocks. Jump on one to get the yellow
JINJO (1). You'll find Trunker the dehydrated carrot on an island. Ignore him
and talon trot up the steep slope, getting the notes (5). In the next area is a
sphinx. Approach it and an evil hand will pop out of the ground. Rat-a-tat-rapz
it twice to get rid of it. Get the notes (11) on both of the sphinx's paws,
then go to the back. Wingflap to the Wading Boots on a tail thing in the very
back and enter the sand. Go left and get the notes (19) plus the MUMBO TOKEN
(14) in the quicksand. Now climb all the way to the top of the sphinx, where
you'll find a Flying Pad. Head up the stairs and go over to his nose. High jump
for the MUMBO TOKEN (15). Wingflap to either of the red feather pillars and
shoot an egg into the sphinx's nose. Now jump to the other pillar and shoot
another egg. Since your eggs cleared Jinxy's nose, he will let you go inside
him. Drop down and enter.
Get the four notes in each of the four corners (23). Kill the evil hand in the
back and get the MUMBO TOKEN (16). Go to the front and get the note on the
carpet (24). Shoot an egg into the sphinx's mouth on the wall to make the carpet
go up. Turn backwards so you're facing the entrance and get the orange JINJO
(2). Jump back to the carpet and shoot antoher egg. Keep going like this,
getting all the notes (26). At the top get the JIGGY (1). Wingflap down the
carpets and exit the sphinx.
Go to the top of the sphinx and take flight with the pad. Go to the leftish and
take note of the sphinx with a ring over his head. Fly through the ring and he
will tell you to summon all the ancient ones to defeat the witch (obviously you
know what you'll really get). Now fly through the one in the sand behind Jinxy,
then fly through the one near the pillars that you used to unclear Jinxy's nose.
The next one is left of Jinxy in the sand. The final one is waay over to the
right past Jinxy. A JIGGY (2) appears on Jinxy's back.
Take flight again and head over opposite where the last sphinx ring was. Find a
Kazooie target and beak bomb the target. You have 21 seconds to get into the now
open pyramid. Land on top of the pyramid and slide down, then go in. Before you
talk to Rubee, the snake charmer, get all the notes in the four alcoves (34) and
the MUMBO TOKEN (17). Kazooie will announce that they are searching for
treasure. There's a Jiggy at the top of the room, but you need Rubee's snake to
help you. Backwards spit four eggs into the circling basket (it gets faster as
you shoot more eggs) then stand on top of the bigger basket. The snake will
propel you upwards. Once it stays still, high jump for the JIGGY (3). Drop down
and exit the pyramid.
Head onto the narrow ledge with the tree left of the pyramid. Talk to Bottles,
who will teach you the Running Shoes. Pick up a pair of white boots with red
lightning bolts to run at super speed until the boots wear off. You now have all
the moves in the game. Head past the quicksand semi-circle with the notes and
put on the Wading Boots on the island behind the pyramid. Go down and get the
notes in the quicksand (45), then head back to the wading past and go past them.
Head up the mound you'll be facing. Grab the two notes (47), then put on the
Running Shoes. Head back to where you got the quicksand notes. Go to the island
and Grabba the hand will appear with a Jiggy. With the shoes, get the JIGGY (4).
Grabba's got a Jiggy, ner ner wtf where did it go? Go back to the Running Shoes
and put them on again. Continue around the place and hit the star switch in
front of the twisting ramp up the pyramid. Run up the ramp as fast as you can,
getting all the notes (51). Drop into the hole opened by the switch. You'll JUST
make it. Don't get the Jiggy right away. First go to the back of the water and
grab the MUMBO TOKEN (18). Now dive under to the bottom and get the JIGGY (5).
This causes the door at the bottom to open. The water drains and is dumped into
the pit of quicksand underneath the building outside, making it safe to go in.
Avoid the Mum-Mums and get the notes (55). Exit the room.
Get the MUMBO TOKEN (19). Talon trot down the slope and get all the notes around
the edge (64). Don't get the notes on the stairs yet. First jump on the pillar
in the water that's facing a sphinx. Once you jump on it, the sphinx will move.
Shoot three eggs into it and another sphinx will appear on another side. There
are three total, and each of them raises a segment of an underground pyramid.
Once you've fed all of them, you can go in the pyramid. However, first dive
underwater and swim around the edge of the pillar. Get the notes (70), the MUMBO
TOKEN (20), and the blue JINJO (3).
Go to the stairs leading to the pyramid on the surface of the structure where
the sphinxs were. Grab the four notes on the edges (74). Talon trot up the
pyramid and get the MUMBO TOKEN (21) at the top. N
ow enter the pyramid. King
Sandybutt (no joke) is angered by your trespassing. Keep going and you'll have
to go through a maze. If you don't get to the end in 60 seconds, the wall closes
in and you die. Here is a map:
+-----------------START---------------------+
| | | |
| ----+ | ------------+ | +---- |
| | | | | |
| | | | +-------+ |-------+ +---|
| | | | | |G-2 | |
| | +-------+ | | |-----------+ |
| | | | | |
| | +-------- | | | | ----+ |
|E-6| | | | | | |
|---+ | +-------+ +-----------+ | |
| | | M |R-6| |
| +---+ | +-------- ----+ +---+ |
| |R-4 | | | |
| +-----------| --------- | --------|
| | | | |
| +---+ | +---+ | | +-------+ |
| |E-4| | | | | | |
| | | +---+ | +-------- | |
| | | | E-4| | |
| +-------- +---------------+ +---+ |
| W | |G-2 |
+--------------------EXIT-------------------+
LEGEND:
E-# (Blue Eggs-number of eggs) W (Witch Switch)
R-# (Red Feathers-number of feathers) M (Mum-Mum)
G-# (Gold Feathers-number of feathers)
Get the notes at the start (77), then enter the maze. Go left (it would be right
if you were in Banjo's view) as far as you can into the corner. From there,
follow the path down to the opposite corner, then turn left to head to the Witch
Switch, which is next to the exit. After you stomp it, a coffin will open to
reveal a Jiggy. Head back to the start and make a left again, but don't go all
the way. Turn right asap and continue past the Mum-Mum. Gon down when you can
and take the U-turn closer to the right side of the maze. At the end of the maze
, collect the notes (81). A coffin will open to reveal a Jiggy. First, jump in
all the pots to get the prizes. They are a MUMBO TOKEN (22), and the purple
JINJO (4). Now get the JIGGY in the coffin (6) and exit the tomb.
Make a left (with the camera facing your front) and drop down, then head up the
stairs. Get the notes on the stairs (85), then get the notes on the ledges
sticking out of the pyramid on the left (87). Stand still and take note of the
flying carpet. When it comes to you (wait for it to blink and disappear) jump on
, then jump again when it arrives at its destination. You'll find Gobi the camel
, who is trapped. Beak bust the rock to free him, then grab the JIGGY (7) he
gives you.
Take the magic carpet back and this time go all the way to the back of the
pyramid. Beak bust the Hollow Honeycomb Switch to make a Hollow Honeycomb appear
in the middle of a hole in a ring cactus thing. Jump into the alcove in the back
of the pyramid and get the green JINJO (5), then get the JIGGY (8). Go to the
front of the pyramid and talon trot up to the top, getting the notes (91). Beak
bust the switch to open the pyramid for a short amount of time. Slide down and
go in (try to jump before the cutscene starts).
Kill the Mum-Mum with a gold feather, then take the four notes in the corners
(95) plus the MUMBO TOKEN on the back wall (23). This is a matching puzzle. Beak
bust the tiles to reveal a picture. Match two pictures and they stay up. Once
all the tiles are flipped, you get a Jiggy. Here's a map (the tiles on the top
of the map are the tiles closest to the door):
+---+---+---+---+
| M | E | J | J |
+---+---+---+---+
| F | N | B | H |
+---+---+---+---+
| K | F | M | K |
+---+---+---+---+
| N | B | H | E |
+---+---+---+---+
Legend
M - Mumbo F - Red Feather H - Honeycomb
E - Egg N - Note K - Kazooie
J - Jinjo B - Banjo
Follow the map and hit the tiles and you'll have no problem given the 100 second
time limit. Grab the JIGGY (9) and get out when you're done. Head all the way
back to the start of the level where you found Trunker. Gobi will be there,
saying the carrot looks thirsty but he needs his water. Beak bust Gobi's hump to
make him spit all his water out, giving Trunker the water he needs. Like a
dumbass, Gobi runs away from the gallons of water directly in front of him and
into the desert abyss. A Jiggy appears on top of Trunker. Climb the tree near
Trunker and jump from there to on top of him to get the JIGGY (10).
Head back to Jinxy and use the Flying Pad. Go to the cactus, which is past King
Sandybutt's pyramid and near the pyramid where you had to use the Running Shoes
to get in in time. Be careful, you can't make contact with the thorns or you get
hurt. Grab the HOLLOW HONEYCOMB (1), but don't land yet. Fly over near Jinxy and
find an alcove to HIS left. You'll find Gobi there. You could've taken a magic
carpet but since you were already in the air I figured flying was better. Grab
the five notes (100), then beak bust Gobi's hump for a HOLLOW HONEYCOMB (2),
giving you your 8th honeycomb! Now that you've cleared out Gobi's Valley, take
the flying carpet back, head down the slope, go to the Banjo-Kazooie Pad, then
leave the world.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4n | Gruntilda's Lair | LAIR7 |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
Use the Wading Boots to cross the quicksand, avoiding the flying beatle. Of
course, since Rare loves to piss us off, two Mum-Mums have escaped. Kill them
both with gold feathers, then line up with the Jiggy in the coffin. Wait for the
Shock Jump Pad, then leap to the JIGGY (6).
Go down through the 260 note door that leads to the full body grunty statue.
Head through the pipe that leads to Bubblegloop Swamp on the statue's right.
Kill the Gruntling, then go through the pipe on the left. Put on the wading
boots and head through the swamp water to behind the Bubblegloop Swamp entrance.
Go through the pipe that leads to the Freezeezy Peak puzzle. Cancel the boots,
then talon trot up the slope left of the puzzle after killing the Chinker. Rat-a
-tat-rap the ice, then put on the Wading Boots above the exit pipe and head back
through. Enter Bubblegloop Swamp.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4o | Bubblegloop Swamp | SWAMP2 |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
We're here to get the level's final Jiggy. Head forward and cross the bridge,
followed by the log. Jump from the leaf to the Flibbet area, then take the left
log. Head to the giant crocodile area and up the ramp. Go through the maze
using the Wading Boots and enter Mumbo's Skull. Transform into an alligator and
exit the hut. Go through the secret exit (the tiny hole in the log wall) and
head down into the giant crocodile through either nostril.
Make sure you have full energy, as if you lose, you lose two honeycombs to him.
Put on the Running Shoes in the back and talk to Mr. Vile. This mini-game is
pretty hard, but with the Running Shoes you shouldn't have TOO much trouble. In
round 1, you have to eat more red yumblies than Mr. Vile. If you tie, you lose.
One strategy is to try and eat the yumblies Mr. Vile eats. Another is to just go
wherever a lot of yumblies are. Keep putting on the Running Shoes as they wear
off. In round 2, you have to eat red yumblies and avoid yellow yumblies. This
shouldn't be too hard either, but keep a sharp eye out for yellows. Adjust the
camera so it's as far away from you as possible. Round 3 is the hardest. There
is an icon at the top of the screen depicting which type of yumblie you should
eat. It changes every 10 seconds or so. Note that before it changes, it does a
full 360 degree rotation. If you eat the wrong yumblie, you get slowed down a
bit, so be very careful. This also happens if you eat a yumblie as the color
changes. Once you win, you get a JIGGY (10). Now that you've finally completed
the swamp, head out of the crocodile and exit the level as an alligator.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4p | Gruntilda's Lair | LAIR8 |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
As an alligator, head through the pipe leading to the Freezeezy Peak puzzle
again. Go up the slope and through the small pipe on the left. At the end,
you'll meet Cheato the spellbook. Whenever you find him, he'll give you a cheat
that you can enter in the sandcastle of Treasure Trove Cove that will double the
maximum amount of some item you carry. In this case, the cheat is BLUEEGGS.
We're not going to enter the cheat yet, we will wait until we have the other two
cheats. For now, head back out and across the bridge, where you will be
detransformed. Go through the pipe.
Head over through the 260 note door atop the ledges on the other side of the
area. Go up the giant stairs on the left in the coffin room. Once in the room
with the two Gruntlings, head down the icy tunnel and enter Freezeezy Peak (we
could get the Witch Switch Jiggy now, but it's more efficient if we wait until
the Mad Monster Mansion Witch Switch).
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4q | Freezeezy Peak | PEAK2 |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
Go down the two slopes and up the small slope on your right, making a U-turn.
Talk to Boggy and accept his challenge. Put on the shoes at the start. As with
the last race, just run through the flags and don't miss any. It's easier to
jump over Boggy as Kazooie jumps higher and farther than the walrus. Use the
same tips as the last race and you should win with no problem. Try to cut past
Boggy by cutting corners. At the end, get the JIGGY (10). You've cleared out all
of the peak's goodies, so head back to the start and leave.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4r | Gruntilda's Lair | LAIR9 |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
Head out of the icy area and take a left up the ramp on the wall. Continue past
the 450 note door and spit three eggs to remove the web, then activate the blue
cauldron. Continue and jump onto Grunty's hat, then talk to Brentilda. Go back
and open the 450 note door. Avoid the Shrapnel and swim through the pipe with
the red eyes.
This is the Rusty Bucket Bay entrance, but we aren't going to Rusty Bucket Bay
right now. Swim through the next underwater tunnel on the left while avoiding
the killer fish. Swim through the long pipe. In the next room you'll find
several alcoves. Avoid the killer fish and jump into the one closest to the
water. Wingflap from alcove to alcove until you reach the puzzle. Stand on the
podium and press the trigger to open Mad Monster Mansion. Backtrack all the way
through all those under water tunnels to the 450 note door. Enter Grunty's mouth
where the 350 note door was.
This time, head past the Gobi's Valley puzzle through another doorway. Walk very
carefully along the narrow bridge so that you do not fall into the lava (if you
fall, you'll die instantly). At the end you'll find a exit, so head out. You'll
reach a graveyard area with Mad Monster Mansion dead head. Before you enter, go
left of the mansion and continue down the path until you find a gate. Rat-a-tat-
rap it open, then enter the mansion.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4s | Mad Monster Mansion | MANSION |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
A spooky mansion where all the enemies are undead, meaning only gold feather
can kill them (save the killer grave stones). You'll have to fight ghosts, play
organs, and go near toxic waters and fountains.
Moves - 0
Difficulty - 6.5/10
Enemies - Nibbly, Limbo, Portrait Chompa, Tee-Hee, Ripper, Whipcrack
Get the four notes you see at the start (4), then climb one of the poles in the
corners. Talon trot around the roof and grab the notes (8). Bust open of two
unboarded windows. If you enter the room with portraits (these are like Grille
Chompas, only you can't kill them without gold feathers), you can only grab the
gold feathers. Leave once you do. The other room holds Loggo the toilet plus a
skeleton. Grab the MUMBO TOKEN (24) in the sink, then leave. Make sure you break
both the windows
Head around until you find a Shock Jump Pad underneath and to the side of a
window. Use it to jump to the roof and quickly switch to talon trot. Grab the
four notes in the corners (12). Bust open the window on the same side the Shock
Jump Pad was. Look in the upper right corner and you'll see a Shock Jump Pad
guarded by a portrait. Lure it out, then shock jump to the top of the bad and
grab the yellow JINJO (1). In the other corner of the room on the same side as
the window, grab the four notes on the box (16) and the MUMBO TOKEN (25) under
it, then leave.
Go to the other side of the building, open the window, then enter. Grab all the
notes in this room (25), some of them guarded by Chompas (be sure to look
everywhere, there are two Chompas guarding three notes and three of the corners
have one note each). Now leave. Talon trot up the roof and stay on the side
that would Banjo's left coming out of the window. Get the green JINJO (2). Go to
the to other side and shock jump to the top chimney of the house. Jump into the
hole and fall in.
You land in a fireplace where a Napper the ghost is sleeping on the job
(guarding a Jiggy). If you walk on the floor, you'll wake him up. Wonderwing to
get the MUMBO TOKEN (26) in the fireplace, then jump to the nearest chair. Get
all the notes on each chair (33), then jump on the table and get the JIGGY (1).
If you want an extra life, use the Flying Pad. It's above the light. Otherwise,
just head to the front of the room and exit by rat-a-tat-rapping the door.
You're outside again. Make a right (Banjo's left) and go around the mountain
until you go down a small set of stairs. Beak bust the trapdoor thing open, then
head in. You're now in the wine cellar. Bust open all the barrels with rat-a-tat
-raps on the right side first. Collect the purple JINJO (3). Open the barrels on
the left side and get the MUMBO TOKEN (27) and the JIGGY (2). Go to the back of
the room and high jump on the shelf. Get the notes (37), then leave the wine
cellar.
Head out and forward, then look on Banjo's left. You should see a gate. Rat-a-
tat-rap it to reveal a church. Head into the area and notice there are pots with
eyes. Go around the area counter-clockwise looking for them, and backspit an egg
into each one to make flowers come out. The pots are located on the sides of the
area. You'll have to deal with some killer gravestones along the way. Near the
third pot is a gravestone. Get the MUMBO TOKEN behind it (28). When you spit
eggs into the last pot, you'll get a JIGGY (3).
You should see a window with Banjo and Kazooie's faces on it very close to the
last pot (about across from it). Jump through to find a bonus room. Head around
the room to restock your inventory (watch out for the portraits), then leave.
Across from the room you left is a gate. Rat-a-tat-rap it open, but ignore it
for now. Go to the front of the church and hop on the gravestone. From there,
jump on the church and get the note (38), after changing to talon trot while on
the gravestone. Jump to the next part and get all the notes on both roof parts
(47). Jump on the ledge sticking out of the clock tower and jump again to the
clock tower. Head to the other side and go in the hole, getting the MUMBO TOKEN
(29). Grab the four notes here (51) and then use the Shock Jump Pad to leap to
the pole atop the roof. Climb up and get the JIGGY (4).
Go back down (in talon trot) to lower roof. Nearby is a hedgemaze with a little
corner with no entrance (there's a ramp in the corner). When you find that
corner, leap into it (use the rat-a-tat-rap to prevent damage). Get the MUMBO
TOKEN (30) next to the ramp and then climb the ramp so you're on top of the
maze. Here is a map:
+-----------------------------+
|J | M| B|
| | | -----------+ |
| | | | |
| | | +---- | | |
| | | | | |
|------+ |------| ----+ +--|
| | | 2N | 2N|
| ----+ | +------- +-----|
| | | | |
| -------| | ------+ |
| | | <-
|-----+ +-----+ |
|N | +--+ | | | |
|--+ | |N | | +--+ +-----|
| | | | | |
| +-----+ | +--+ | +-----|
| | | | | | \
| | +--+ | | | \
| | | | | | \
| +--- | | | | \
| | | | \
+---------------^^------| \
|| \ --->|
+----------+
LEGEND:
J = Jinjo Arrow = Entrance/Ramp
N = Note B = Beehive
2N = 2 notes M = Mumbo Token
Head to near the right toward the top right corner, drop down, then get the two
notes (53). Get the beehive in top right if needed. From there, go left, staying
on the upper part of the maze. There's a long dead end (the end is right next to
the beehive) where you can get a MUMBO TOKEN (31). Go to the very top left
corner of the maze and get the orange JINJO (4).
Go to the bottom left corner of the maze, where you'll find a couple notes (55)
near each other and some blue eggs. Now go to the dead end in the middle of the
maze for two notes near the Jinjo (57), then take the bottom middle exit. Take a
right and follow the mansion until you're facing the church again. In front of
the entrance to the Church area where the gate was, in a little corner on the
right, you can get three notes (60). Backtrack a little and head up the stairs
to a shed area with some skeletons. After you go up the stairs, take a left U-
Turn and go down into a little corner. Get the MUMBO TOKEN (32) Avoid the
skeletons and head behind the shed. Shock jump from the pad on the left of the
shed and switch to talon trot on the roof. Get the notes (64) and the MUMBO
TOKEN (33) on the right light, drop down, rat-a-tat-rap the door, then enter.
Grab the four notes in the corners (68), then talk to the ice block in the room.
You'll have to play a little minigame in which a purple ghost (it regenerates,
so don't try to kill it) will be moving around the move in a square shape. You
have to get on the ice block and spell out BANJO KAZOOIE on the floor squares
within 75 seconds. Here is a map: (note the top of the map is the right of the
board if you were in Banjo's eyes at the entrance to the shed).
+---+---+---+---+---+---+---+---+---+
| ! | Z | ! | E | ! | O | ! | I | ! |
+---+---+---+---+---+---+---+---+---+
| ! | | ! |
+---+ +---+
| A | | O |
+---+ +---+
| ! | | ! |
+---+ +---+
| B | |-->| EXIT
+---+ +---+
| ! | | ! |
+---+ +---+
| K | | J |
+---+ +---+
| ! | | ! |
+---+---+---+---+---+---+---+---+---+
| ! | ! | O | ! | N | ! | A | ! | ! |
+---+---+---+---+---+---+---+---+---+
The ! squares are grunty squares, which make you lose a honeycomb. When the
ghost comes, get out of the way or you will lose a honeycomb AND be knocked off
the ice block. Once you've spelt out BANJO KAZOOIE in 75 seconds, grab the
JIGGY (5). Leave the shed.
Go to the back of the area and down a set of stairs on the right. Avoid the
skeleton and keep going. Ignore the stairs on the left for now and rat-a-tat-rap
the gate open on the right. Get the notes on the fountain (72), then shock jump
to the blue JINJO (5). Next, grab the JIGGY (6).
Drop down and head to the bottom right corner of the fountain area. Behind the
thorny wall sticking out is a MUMBO TOKEN (34). Head back and look at the
straight stairs leading to the mansion area. Left of it are some smaller,
windier stairs. Take those and you'll find a switch and a pair of Running Shoes.
Beak bust the switch to open the door of the church temporarily. Quickly put on
the shoes and jump over the thorns. Head up the stairs to the mansion area and
make a right. Follow the mansion to the church and go through the door.
First off, kill the Tee-Hees patrolling both columns of pews. Now, using the
high jump, get the four notes, one on each pew (76). Head to the back of the
room where Motzhand the ghostly hand is playing the organ. Get the two notes on
the pedals (78), then high jump to the chair. Grab the MUMBO TOKEN (35), then
shock jump to the keys. Talon trot up to the music book to meet Motzhand. What
you have to do is follow him while he plays his organ. Beak bust the key he
plays (it lights up), one after another. He uses sharps and flats, especially in
the second round (you must play two songs). Be careful when hitting the sharps/
flats, because you might misaim and hit the natural by mistake. If you hit a bum
note, you lose a honeycomb. Once you've played his two songs, you get a Jiggy.
Talon trot to the music book, high jump to on top of it, then high jump to the
organ. Head along all of the gold rods, collecting all the notes (82) and the
JIGGY (7).
From the left side of the organ, jump onto a ledge with a Flying Pad. Fly all
the way to the top of the church and land on one of the beams. In the middle,
where the skeleton is, getthe HOLLOW HONEYCOMB (1). Head across the thin beam
and grab the MUMBO TOKEN (36). Now stomp the Witch Switch. A Jiggy will appear
in Grunty's left eye in the 2 Gruntling room. Walk across the thin shutter ahead
of the Witch Switch. As psychotic as this seems, jump off and wingflap to land
on the organ. You might lose a honeycomb or two, but that's okay as long as
you're in decent health. Head down the organ and exit the church.
Head over to the corner where the second pot was. Jump onto the gap in the
brambles and drop down to Mumbo's hut, then enter. Get the two notes at the
bottom (84), then transform into a pumpkin for 20 MUMBO TOKENS (16). Exit the
skull.
Head through the tiny exit on the right, like in Bubblegloop Swamp. Use the
gravestone to get to the chuch roof, then jump to the clocktower like before.
From the here, jump into the part of the hedgemaze with the ramp where you got
the token. Go along the top of the hedges and use the stone wall to go over to
the mansion. Jump in the window dead ahead. Go under the floorboards where the
shine is coming from. Get the HOLLOW HONEYCOMB (2) and leave the room.
Head to the other side and jump into the bathroom window. Alright, time for some
toilet humor. Jump into Loggo the toilet and he'll flush you down. Go to the
bottom and avoid the tentacles/Chompas. Grab the JIGGY (8) in the top left
corner. Head back up the pipe, then exit the window.
Head around the sides of the roof until you find a corner with a hole. Drop into
it, granting you a JIGGY (9). Get the notes (89) and leave through the bottom
hole. Make a left and head down the stairs on the right that lead to the
fountain. Make another left to an area with a well. Get the notes on the ledges
around the area (93), then head up the bridge and hop in the well.
Get all the notes around the well (100) and the MUMBO TOKEN (17). Jump into the
hole in the bucket and get the JIGGY (10). Exit the well through the pipe at the
bottom. Leave the fountain area and head around the mansion until you find the
Banjo-Kazooie Pad, then exit as a pumpkin.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4t | Gruntilda's Lair | LAIR10 |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
Head over to the area where you busted the gate open before you entered the
mansion. Go down the path this time, avoid the Gruntling, and go through the
small hole in the door of the shack. Go to the back of the room and have Mumbo
transform you into Banjo. Kill the Tee-Hee with a golden feather, then bust open
the coffin with a beak buster. Beak bust the water level switch you find in it.
This raises the water level in the rooms beyond the 450 note door. Transform
back into a pumpkin and leave the shack.
Head to the back of the area, avoiding the killer gravestones, and go into the
lava room with the Gobi's Valley puzzle. Take a left instead of going to the
puzzle and carefully walk along the narrow path. Don't fall in the lava. Talk to
Brentilda, then go through the small hole and talk to Cheato, who will give you
the cheat REDFEATHERS. Exit the Cheato room and head over to the puzzle and
through the 350 note door after detransforming.
Enter the Freezeezy Peak area and shock jump up an alcove. Go as far left as you
can, then beak bust the Flying Pad Switch and put on the Running Shoes. You have
very little time to reach the pad, so dash as fast as you can back to the two
Gruntling room and take flight when you get to the pad. Fly back to the
Freezeezy Peak room through the tunnel above the standard cave entrance and go
all the way to the top alcove. Get the JIGGY (7).
Now you'll be on a Flying Pad. Fly to the 2 Gruntling room and beak bomb the
witch eye with the JIGGY (8). Head over to the 450 note door room and go through
, then swim through the tunnel to the Rusty Bucket Bay area. Go onto the land
where the boat is and take the stairs up the boat. High jump to the very top of
the nearby stack of crates into the alcove to activate the other blue cauldron.
Head past the crates towards the water and you'll find a Rareware crate in the
corner. Bust it open for another waterlevel switch. Beak bust the switch to
raise the water again. Go to the blue corridor right of the boat shown at the
end of the scene.
Turn right at the beehive (going straight leads to a dead end) and rat-a-tat-rap
the grate. Head into the room and stand on the podium. Press the trigger to
open Rusty Bucket Bay just in the other room. Now we could go into the world
right now, but we still have to get the final cheat. Head back to the RBB room
and into the first water room where the Shrapnel is. Go to the alcove with the
three pipes, one with a grate. Rat-a-tat-rap the grate and follow the pipe. Hit
the water switch at the end and quickly swim into the Rusty Bucket Bay room.
Before the water goes down again, jump into the alcove on the right, which is
accessible thanks to the raised water level. Head up the winding stairs to find
Cheato, with one last cheat: GOLDFEATHERS. Go down the stairs and take the blue
cauldron. Jump off the ledge at the top of the ramp where you appear and head to
the purple cauldron, which you should jump in. Now that you're back near the
start of the lair, head up the ramp into the waterfall room. Jump the stream and
enter the red eyed cave below, then head forward and high jump into Treasure
Trove Cove.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4u | Treasure Trove Cove | COVE2 |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
Head to where Bottles taught you to use the Shock Jump Pad (what a long ass time
ago that was) and drop down from near there. Patch up leaky with three eggs and
enter the sandcastle. Kill the Snippet with a few rat-a-tat-raps, then type in
BLUEEGGS by beak busting the letters on the sandcastle floor. Now you have 200
eggs, which is your new maximum. Type in REDFEATHERS next, granting you 10 red
feathers. Finally, type in GOLDFEATHERS. You now have 20 Gold Feathers, so exit
the sandcastle and leave the level.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4v | Gruntilda's Lair | LAIR11 |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
Head out of the Treasure Trove Cove room. Climb up the vine and kill the
Gruntling. Hop the stream and enter the 50 note door room. Go down the stairs
and warp with the purple cauldron. Go up the ramp and use the blue cauldron.
Swim down into Rusty Bucket Bay.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4w | Rusty Bucket Bay | BAY |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
A harbor that contains Grunty's cargo ship, the Rusty Bucket. The water here is
polluted with oil, making you lose oxygen on the surface, and also making you
lose it twice as fast underwater. You should find this level challening.
Moves - 0
Difficulty - 8.5/10
Enemies - Flotsam, Grimlet, Seaman Grublin, Grille Chompa
This level is very difficult and can get quite frustrating. Several of the items
here are very dangerous to get and you will probably die at least a few times.
First of all, you should notice the water is all grimey. That's because it's
polluted with oil. You lose oxygen on the surface, and underwater you'll lose it
twice as fast. Head forward up the start and collect the notes up the bridge
(5). Make a left and jump into the pipe. Jump over to the other corner of the
room and grab the MUMBO TOKEN (18). Jump to the plank on the left and take out
the Chompa. High jump to the red feather plank and take out the another Chompa.
Kill the last Chompa and get the notes (10), then leave the pipe.
Backflip onto the pipe and then jump to the next boat level. Head up the bridge
and get the notes (14). Go around the smokestack and take out the Flotsam. Back
flip to the next platform and get the two notes on the sides (16). On the front,
beak bust the numbers in this order : 312111, which will grant you a JIGGY (1).
Go back to the smokestack and climb the ladder across from where the Flotsam
was. Head around and get the notes on the path going to the other smokestack
(20), then climb the ladder in the back. Go around the next smokestack and
ignore the bridge to the next one until you find the Chompa. Kill it and shock
jump to the top of the stack. Get the MUMBO TOKEN (19). Drop down and cross the
"bridge", getting the notes (24). Climb the final smokestack using the ladder in
the back and get the JIGGY (2).
Head back to the other smokestack and drop down at the back, landing on the
crates. Jump to and climb up the rope holding the TNT box. At the top of the
crane, you should see the Witch Switch on the platform ahead. I find the easiest
way to get to it is to run off the crane in a roll attack, jump, then flap
Kazooie's wings. You'll JUST make it. Stomp the switch, which makes a Jiggy
appear in front of the pipe that leads to the water level 3 switch.
Drop to the platform below from the switch. Kill the Chompa and get the MUMBO
TOKEN (20). Drop to the back of the boat, where you should get the notes around
the edge (30), then head over to the pipe with no teeth. Jump into the lifeboat
hanging off the side of the beat and get the MUMBO TOKEN (21), then head into
the pipe. Climb down the ladder and kill the seaman. Get the four notes (34),
then beak bust the propeller switch. This slows down some fans in another room.
Now we're ready to do the infamous "hardest Jiggy in the game". Climb up the
ladder and leave. Climb up the ladder near the pipe with teeth, then head past
the crates and go to the smokestack. Rat-a-tat-rap the door open. Take out the
Chompas here, then wingflap down. You should see the entrance to the next room.
Before you go in, backflip into the compartment above, where you can get a
HOLLOW HONEYCOMB (1).
Now go in. First up is a moving bridge. Wait for it to stop, then go through it
the long way, getting the MUMBO TOKEN (22). High jump up the gears and kill the
seaman. Wait for the cog on the left to slow down, then go across it. Get the
four notes (38). Another cog is ahead. Wait for it to stop, then go to the end
and high jump for the MUMBO TOKEN (23). Don't risk it if you don't think you can
do it. Head across to the middle where the seaman was and cross the other cog.
Get the notes (42), then the MUMBO TOKEN (24) if you think you can get away
with it. Now head over through the spinning bridge when it stops. Bust the
propeller switch, slowing down the propellers in the back of the boat. Turn
around and get into talon trot to make this next part easier. Face the propeller
and wait for it to slow down. Jump in between the gap. You'll have to time it
right. Now get the four notes (46). Head across the stationary cog and get the
JIGGY (3).
Nope, that wasn't the hardest Jiggy ever. Go back across the cog and jump
through the propeller on your right when it slows down. Now beak bust the other
propeller switch. The propellers on the boat will stop for 65 seconds. Here is
the really difficult part. Head across the spinning bridge when it stops, cross
the cog (which doesn't move anymore), wingflap down the gears, and cross one
more spinning bridge. Climb the ladder up and leave the smokestack. Head toward
the back of the boat past the crates. Jump into the oily water then turn to face
the boat. Swim under and quickly go behind the pillars to get the JIGGY (4). If
you hit the propellers when they move you will instantly die.
Quickly swim out of the propellers and surface, then jump onto the crate to get
your oxygen back. You should see a grate with a beehive on the land nearby on
the side. Below that is a grate in the wall with a hole in it. Swim through it
QUICKLY and get the purple JINJO (1) in the room. Surface as soon as you can and
jump on the crate near the land. Jump on the land and collect the four notes on
the grate (50). Talon trot over the building on the right. Head past the start
and look on your left to find a toll. Spit two eggs into it and a bridge will
appear. Kill the Chompa, then go back to the toll. Spit another four eggs into
it and the bridge will extend. Head across it and high jump for the MUMBO TOKEN
(25).
You have enough Mumbo Tokens for the game now, but I will continue to point them
out to you. However, don't get them if you dont want to. Talon trot up the shack
and get the notes along the fence (55) past it, being careful not to fall into
the water. Once you're done, hop in. Look! It's Snacker! Quickly swim to the
buoy in the very corner of the fenced area (and the level) to get the yellow
JINJO (2). Now look to the wall underneath the other shack (not the one you just
came from). There's a hole in it. Swim into it, avoiding Snacker.
Surface and kill the Flotsam. Head along the ledge and take out the Chompa. Go
to the other side, kill the Flotsam, then bust the Hollow Honeycomb Switch. Go
to the other side again, take flight, then fly to get the HOLLOW HONEYCOMB (2).
Once that's done, drop down to the water and swim through the hole again.
Swim through the hole in the fence at the front and enter the metal buildling
through the door in the water. Swim through to the other side, avoiding the
killer fish, then jump to the Chompa on the ledge and kill it. Jump across the
bobbing crates and to the other side. Go to the box left of the one you land on,
high jump to the edge of the Chompa, take it out, then get the four notes on the
crate above (59). Go the other way and head up the crates. Walk along the plank
with eggs very carefully, jump to the other plank and walk across, then high
jump to the JIGGY (5) on the crate on the left. Jump into the water and swim
through the door you came in through.
You should hear an annoying noise. It's a dolphin trapped by an anchor. Go
underwater and search for an anchor. Trace it to the boat and swim through the
hole its going through. Swim up and jump into the cave. Rat-a-tat-rap your way
through the million Chompas and get any honeycombs you need. Kill the seamen in
the next room and get the notes (63), then beak bust the anchor switch. This
frees the dolphin, who of course leaves the Jiggy IN THE DAMN WATER. Bastard. Go
back through the cave and swim through the hole in the boat again. Quickly get
the JIGGY (6) on the ground.
Swim towards the start and climb up the ladder, then head across the toll bridge
again and talon trot up the building. Jump to the other building after crossing
the fence and continue along the harbor. Now you're in a toxic waste dump. Jump
along the barrels and get the Mumbo Token, the notes (66), and the green JINJO
(3). Go back up on land and continue. Shoot three eggs at the TNT box to make it
explode. Shock jump up the crane and get the notes in the front (69), then high
jump up. Beak barge the red up arrow sticking out, which temporarily opens the
cage with the Jiggy in it. Climb the ladder up the crane on the right side, run
to the edge, wingflap down to the boat, then grab the JIGGY (7).
At the very tip of the boat, get the Mumbo Token. Jump into the pipe that
doesn't have teeth. Head around the kitchen (don't touch the red hot stoves) and
get all the notes (74). Don't forget the one in the northeast corner. Jump into
the oven with a gold feather equipped and get the Mumbo Token, then leave the
kitchen.
Go to the side of the boat you're on and look for a window on the side. Open the
sharper looking window on the left and head in. Get the notes (77), then rat-a-
tat-rap the door below the Jiggy. Kill the Chompa, then jump for the JIGGY (8).
Now exit through the window. Head around the front of the boat to the other side
of the boat and rat-a -tat-rap the sharper looking window again, which you
should jump into. This is the control room. Get the four notes under the map
(81), then get the Mumbo Token nearby. Leave the room. Go to the middle of the
ship with the two pipes. Avoid the one with the teeth and head over near the
stairs up the ship. Open the window and go inside, where you should get the
four notes in the corners (85) and leave.
Go over to the TNT box where you jumped to the Witch Switch. Jump up to the TNT
box, then climb up to the crane and this time go all the way over to the crane.
Climb down the ladder and beak barge the up arrow. The TNT box will fall,
explode, and open another room. Grab the notes below (88). Drop down on the
right and feed 8 eggs to the toll to make a strange bridge come out. Carefully
go across it and kill the three Chompas to get the orange JINJO (4). Head back
across and go to the otherside of the crane. Put in six eggs to make a
ridiculous bridge come out. It's extremely narrow and windy. CAREFULLY tread
across it to an area with a bunch of blue boxes. If you fall into the water,
there's a ladder leading to the blue box area. Enter the closest one on the
right first.
Jump on the crate to the left and get the four notes (92). From there, backspit
three eggs to kill the Boom Box. Head to some other crates in the room. Keep
backspitting eggs to kill all four Boom Boxes. As your reward, you get an extra
life. Take it and leave. Climb up the boxes right of the box you entered and go
through the hole on top of the middle box. Take out the sea dudes in here, then
head near the northwest corner to get the blue JINJO (5). granting you a JIGGY
(9). Grab the Mumbo Token on a big stack of crates near the middle. Climb up the
crates and the ladder to leave. Drop down and enter the left crate. Get the four
notes on the bottom crates (96), then head up to the planks on the top via the
crates. Kill the Chompas along the way, collecting the Mumbo Token and the notes
(100). Exit the crate.
We're actually not gonna activate the last toll (on the other side of the blue
boxes). Jump into the water and head around the front of the ship to the other
side. Use crates to refill your oxygen. Climb up the ladder near the start and
head up the nearby bridge going to the boat. Take a right past the crates and
hop into the giant hole created by the TNT box dropping.
Here you'll meet Boss Boom Box, one of the most hilarious enemies you'll face.
Equip a gold feather and run into him. He'll separate into two smaller boxes.
Keep rampaging through the boxes as they split. It's funny the how they sneer at
you but you kill them without even attacking. When all the boxes are done, get
the JIGGY (10). Go to the front of the room and climb up the ladder. Head back
down the plank and exit the level. Now that wasn't all THAT difficult, was it?
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4x | Gruntilda's Lair | LAIR12 |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
From the water, swim into the previous room with the Shrapnel. Go to the alcove
where the Witch Switch where you ran up the pipe to the water level switch and
get the JIGGY (9). Look over and you should see a bunch of ledges leading to a
note door. Jump up them and open the 640 note door.
Equip a gold feather and charge through the Whipcracks. At the end, talk to
Brentilda near the black Gruntling, then go to the right. Avoid the Bigbutt and
highjump up the giant leaves. Ignore the 765 note door and continue right
through the ledges. When you find a doorway with eggs, go through it. Get the
Mumbo Token, then go back.
Continue through the ledges. When you find a jiggy switch, beak bust it. This
makes the Jiggy podium appear in front of the Click Clock Wood puzzle. Drop down
and you should see a little blue opening in the wall. Head through it and you'll
find the red cauldron. Activate it and warp.
Kill the Gruntling and head through the pipe. Drop down into the water that the
fall is pouring into. Swim through the underwater tunnel on the left to the
puzzle. Get the Mumbo Token hidden in the left corner in the back, then stand on
the podium and press the trigger to put 15 pieces in, opening Click Clock Wood.
Head back through the water, up the vine, and through the pipe, where you should
take the red cauldron to warp again. Go back through the tunnel into the main
area, then head up the steep slope at the back of the area and enter Click Clock
Wood.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4y | Click Clock Wood | WOOD |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
A very unique level. See, you start out in a hub with four entrances. The four
entrances all lead to the same scene, a HUGE tree in the middle of a forest.
However, each entrance leads to a different season. You start out in spring, and
work in order from there. At first, all the seasons are closed. You have to keep
pressing switches. The first is in the hub, and all the seasons but winter have
a switch. It's the most challenging level, but a fun one too.
Moves - 0
Difficulty - 9/10
Enemies - Snarebear, Grublinhood, Big Clucker, Bigbutt, Whipcrack, Sir Slush,
Chinker
====================--------------------====================--------------------
| Hub |
--------------------====================--------------------====================
Head backward and stomp the Spring Switch. The door to spring opens. Collect the
four notes in front of spring (4), which is in the other direction, then enter.
====================--------------------====================--------------------
| Spring |
--------------------====================--------------------====================
Moves - 0
Difficulty - 4/10
Enemies - Snarebear, Grublinhood, Bigbutt, Big Clucker, Whipcrack
Use a gold feather to get a Mumbo Token on the right in the flower, then kill
the Grublinhood. Take a right and dive into the water and head through the
river. Eventually you'll meet Gnawty the beaver, who's house is blocked off by a
boulder. We can't help him right now, so continue past him. At the end of the
stream you'll find a Big-Butt and a dirt patch. Get the four notes (8) around
the patch, then back spit five eggs into the hole in the middle. A flower will
grow. It's useless right now, but later it'll give us a prize. Swim across the
stream to the land in the corner. Use a gold feather to get the Mumbo Token.
Continue around the area past the big flower and high jump to the ledge. Get the
notes (11), then head up the left ramp. You'll find holes in the tree. These are
like Chompas, but they're birds. Take them out the same way.
Head right and when you go under a ramp going up the tree, go around it and get
the three notes (14). Continue around the tree and you'll be above the water.
Head along the "bridge" and get the notes (17). Keep going along the tree. Get
the notes on the second bridge above the water (20), then continue still along
the tree. When you find the ramp heading up the tree, go up and kill the bird.
Talon trot up the slope and turn left where you'll find narrow branches. Get
the Mumbo Token and the extra life. Head back and continue up the tree. Head to
the edge of the beehive and get the Mumbo Token. Continue up the tree and you'll
have to wingflap in and out of alcoves. Shock jump up the ledge and continue
going up the alcoves. Next up is a house and bridge, both in construction. Get
the Mumbo Token in the house, then go along the bridge, jumping the gaps. When
you reach the end of the bridge, take out the Grublinhood and beak bust the
Summer Switch. Enter the door on the right. You'll meet Nabnut the squirrel,
who's busy pigging out on acorns. Highjump on his wardrobe and get the Mumbo
Token, then leave.
Jump some gaps to go higher up the tree, and take a left to reach Eyrie the
eagle's nest. Use the Shock Jump Pad in the back to reach the top of the egg,
then beak bust the blue X to hatch him. Head back and get the Mumbo Token.
Here's where going up the tree gets hard. You'll need to use a combination of
wingflaps and highjumps to get across the ledges. However, you can't overshot
your jumps or you'll fall. You might want to use a beak buster when you see your
shadow above the ledge to ensure safe landing. When you reach the top, use a
gold feather on the plant to get the green JINJO (1). Rat-a-tat-rap the door and
enter. Avoid the Whipcracks and head to the back, then get the JIGGY (1). Leave
the room.
Head back to the edge of Eyrie's nest. If you want to take a short cut, wingflap
from the nest and use a beakbuster before you land. You'll lose a honeycomb or
two, but that's okay. Wingflap to the stump with the Wading Boots (or just jump
if you landed in the brambles) and put them on, then use the boots to enter
Mumbo's skull. Transform into a bee for 25 Mumbo Tokens, then head out of the
hut.
The bee can fly into the killer plants unharmed, so take the opportunity to grab
any collectibles you want. Hold A to fly upward. Fly to the wasp nest (just go
up slightly and look on the bee's left as you leave the skull) and look for a
hole in the front, which you should enter. The Zubbas are guarding Grunty's
Jiggy, but we can't get it right now. Head to the back and go up all the huge
honeycombs. Get the purple JINJO (2), then leave. Fly to the very top of the
tree (the place with the green Jinjo was NOT the top). Go around until you find
it. Land in the plant, then get the JIGGY (2). Fly to the bottom, look for the
exit (which is almost directly below the Jiggy), then leave spring.
====================--------------------====================--------------------
| Hub |
--------------------====================--------------------====================
Cross the bridge and go to summer.
====================--------------------====================--------------------
| Summer |
--------------------====================--------------------====================
Moves - 0
Difficulty - 6.5/10
Enemies - Bees, Snarebear, Grublinhood, Big Clucker, Whipcrack
You'll soon be detransformed. Eyrie will rudely demand five caterpillars. Take
an immediate left and head to the corner where you'll find bees. It's near a
beehive. You might be able to the see the Jinjo's head popping out of the grass.
In talon trot, avoid the bees and get the yellow JINJO (3) in the very corner.
Head back to the start and kill the Grublinhood. Get the CATERPILLAR (1) by the
tree, then jump up on the leaves, getting the notes (22). Drop down and head
right into the dried up lake. Head over to Gnawty and beak bust the boulder,
letting him in. He invites you in for a reward, but we can't get all the way up
the slope until later. For now, get the Mumbo Token and the notes (24).
Head back to the lake and continue along the path. At the end, kill the bird and
bust the Fall Switch. Go back and head behind the big pillar, getting the
CATERPILLAR (2). Go up the tree and kill the bird, then go across the bridge.
Now keep heading right around the tree, killing birds. When you see the big
flower, drop down to the ledge below with the plant. Get the CATERPILLAR (3),
then go over to the flower. Check it out, it's Gobi. Beak bust his hump to water
the flower. As much as it pisses him off, Jiggies are more important than
camels. The flower grows more. Continue right and avoid the two bee swarms. High
jump up the ledge leading to Mumbo and get the CATERPILLAR (4). Go up the ramp
and kill the bird, then head right. Kill the second bird, the drop down to where
the Wading Boots were. Shock jump to the hut and grab the CATERPILLAR (5).
(we'll continue to collect caterpillars as Eyrie "needs" more next season). Go
in the hut. Use the unlit torch to hop to the planks and get the Mumbo Token.
Leave the hut, as Mumbo is too hot for magic.
Wingflap to the Shock Jump Pad and use it to get back on the tree. Head right
and go up the ramp and kill the bird. Instead of talon trotting up the slope,
start jumping up the leaves on the right. You might want to strategically use
the beak buster again. You'll have to shock jump. Rat-a-tat-rap to the ledge at
the end, killing the bird, then get the JIGGY (3).
Shock jump up to a leaf on the right. Head up a few more leaves and get the
Mumbo Token. Once you have it, go back down the leaves and talon trot up the
slope near the bird. At the top, turn around and carefully go across the narrow
branches for a Mumbo Token and a CATERPILLAR (6). Head back and continue up the
tree, killing the birds. When you get past the birds, get the three notes on the
branch (27), then go on top of the hive. Beak bust the trapdoor to enter.
This may be even funnier than Boss Boom Box. Jump onto the honeycomb with the
Jiggy inside to start the fight. Just equip a gold feather and wait for all the
Zubbas to charge into you, "guarding" their Jiggy. It's funny how hard they try
to kill you and then they just die without you doing anything. At the end you'll
get the JIGGY (4), so leave the nest.
Go back and continue up the trees, jumping in and out of the alcoves. When you
reach the branch, get the CATERPILLAR (7). Get the notes in front of the house
(31), then enter the house. This part can be a little tricky because if you fall
, you'll take significant damage. Stand on the edge of the plank sticking out,
then wingflap to the extra life. Now wingflap left and get the JIGGY (5) in the
corner next to the life.
Leave the house. Head across the bridge, jumping the gaps. It's closer to being
complete, so it's a little easier now. Talon trot up the slope behind the
beehive and get the notes (36). Wingflap down to the platform below with the
Grublinhood. Kill it, then get the CATERPILLAR (8). Talon trot up the slope and
enter Nabnut's house. There's nothing in here, but you need to see this :).
Nabut's binging has costed him dearly, and he's become an immobile fatass. Once
you've had your laugh, leave.
Head along the tree. You have to rat-a-tat-rap to the platforms now, because
there are birds there. Great. Get the Mumbo Token. When you get to Eyrie's nest,
feed him five CATERPILLARS (3). Don't go up the ledges. The only thing in the
Whipcrack room is an extra life, if you want it. Head down to the tree by any
means desired. When you reach the bottom, leave summer.
====================--------------------====================--------------------
| Hub |
--------------------====================--------------------====================
Cross the bridge and enter fall.
====================--------------------====================--------------------
| Fall |
--------------------====================--------------------====================
Moves - 0
Difficulty - 6/10
Enemies - Snarebear, Grublinhood, Bigbutt, Big Clucker, Buzzbomb, Bees
Fall has the most notes, so we'll almost be done with CCW once fall is over. The
ever demanding pig, Eyrie, wants 10 caterpillars. Kill the Grublinhood and talon
trot up the leaves just right of the entrance. Get the CATERPILLAR (4). Dive
into the water nearby on the right and find Gnawty's house. Swim through to the
surface. He'll say he's been waiting months to give you.. a JIGGY (6).
Get the notes on the top left shelf (38) and leave, continuing through the
river. Once you pass a Buzzbomb, jump onto the ledge on the left with the killer
plant. Use a gold feather to get the three notes (41). Head over to the giant
flower and piss off Gobi one last time with one last beak buster. He's had
enough, so he'll leave to go to the lava world.. The flower finally blooms,
revealing a Jiggy. Of course, we can't get it right now. Get the notes behind
the flower patch (46). Talon trot up the leaf pile on the right and get the
CATERPILLAR (5), then go up the left one and get the orange JINJO (4).
Continue and avoid the bull. Kill the Grublinhood, then go up the right leaf
pile to get a CATERPILLAR (6). Take out the bird, then head across and make your
way all around the base of the tree. Take out the birds and get the notes along
the entire way, including the ones from the man-eating plants on the ends
"bridges" (64), as well as the CATERPILLAR (7). In front of the bird guarding
the ramp down to the water is a CATERPILLAR (8). If your note count isn't 64,
make sure you didn't miss any around the tree, or the ones in the man-eating
plant. You should arrive back near Mumbo's skull. Put on the Wading Boots on the
stump and enter the skull.
The shaman's excuse this time is that he has to "sweep many leaves" and
therefore cannot take three seconds to transform you. Anyways, grab the
CATERPILLAR (9), then use the unlit torch to get to the planks. Get the notes
here (68), then leave. Via the Wading Boots, cross the brambles to the little
ramp to return to the tree. Continue past Mumbo's skull and head up the ramp.
Go right along the tree until you reach the ramp, which you should walk up on.
Kill the bird and get the note (69), then jump on the leaves to the right. Get
the Mumbo Token. Once you have the token, head back to the bird and talon trot
up the slope. Both of the prizes on the branch are on the left side. Get the
CATERPILLAR (10) and the Mumbo Token. Go back to the tree and go up as you kill
the birds. When you reach the Zubba's nest, get the CATERPILLAR on top (11),
then fall through the opening. Get the notes in the corners (73), plus the
CATERPILLAR (12), then leave.
Continue along the tree, wingflapping in and out of alcoves. When you reach the
branch, grab the Mumbo Token on the leaf, then drop down to the Shock Jump Pad.
Get the CATERPILLAR (13), then head across the almost complete bridge. Before
you cross the gap, let the Buzzbomb charge at you so you can rat-a-tat-rap it.
At the top you'll meet Nabnut. He's lost his six acorns, so we have to get them
back. Talon trot up the steep slope leading to the circle. Go to the back and
high jump for the ACORN (1). Now leap to the ACORN in the middle of the
circle (2). Don't worry, if you stop right when you get the acorn, you'll fall
to a plank below and get another ACORN (3). Head up the plank and kill the
Grublinhood. Rotate the camera and you'll see a steep plank straight ahead going
down. Talon trot down it and get the ACORN (4), then go up. Head back to Nabnut
and enter his house through the door. Get the CATERPILLAR (14) on the wooden
desk in front of the chair, then high jump to the shelf. Get the notes (76),
then wingflap to the nearby shelf. Grab the ACORN (5), then leave. Turn around
and head up one more winding plank that leads back to the tree. Rat-a-tat-rap
the window and enter. Dive underwater and get the ACORN in the middle (6), then
leave. Give Nabnut all six acorns and he'll give you a JIGGY (7).
Continue past Nabnut. Rat-a-tat-rap the birds as you head up to Eyrie's nest.
You'll want to be very careful here. Before you jump each gap, wait for the bird
to be triggered. It will very quickly retreat. Right after it does is when you
want to jump and rat-a-tat-rap. You should hit it as it comes out. If you
you attempt to hit these things the first time they come out, it's very likely
that they will retreat before you hit them, then come out and knock you off the
ledge. Once you make it up, beak bust the Winter Switch, then go to the nest.
Collect the CATERPILLAR (15) at the back, plus the notes (84). Feed Eyrie 10
caterpillars. The big bird goes back to sleep again, so head back. Wingflap to
the branch below, then head up the tree until you reach the Zubba's nest. Stand
on the edge and wingflap down to the flower below. Grab the JIGGY (8). Wingflap
from the flower and leave fall.
====================--------------------====================--------------------
| Hub |
--------------------====================--------------------====================
Cross the bridge and enter winter.
====================--------------------====================--------------------
| Winter |
--------------------====================--------------------====================
Moves - 0
Difficulty - 8/10
Enemies - Grublinhood, Sir Slush, Chinker, Whipcrack
Winter is the most difficult season, but we're not going to die, are we? Just as
in Freezeezy Peak, you need to talon trot to prevent yourself from slipping.
Make a left at the start and head past the snowman. It's safe to go on the now
dead thorns near Mumbo's hut. Use the Flying Pad to fly on top of the skull. Get
the blue JINJO (5) and the JIGGY (9).
Jump off the hut and take flight again. Continue left and beak bomb the snowman,
then get the Mumbo Token. Continue to the giant flower. Take out the Chinker,
then take the Mumbo Token on the flower. Now you should see a hole in the ice on
the right. Jump into the hole and go underwater, then swim as fast as you can to
Gnawty's house. Like in Rusty Bucket Bay, you lose oxygen on the surface and
lose it twice as fast underwater. Keep an eye out for the entrance, then surface
in his house. Head in and high jump to the top left shelf and get the HOLLOW
HONEYCOMB (1).
Leave the house and swim AS FAST AS YOU CAN TO THAT HOLE. Get out of there ASAP.
Go back to Mumbo's skull and take flight again. Fly up a bit and head right past
the house and bridge until you see a snowman guarding the Witch Switch. Beak
bomb it. Fly up to the end of the bridge where Nabnut's house is. Fly above the
door and you should see another window. Beak bomb it and enter. Kill the two
Grublinhoods, then climb the pile of acorns. Backflip to the ledge and get the
HOLLOW HONEYCOMB (2). Nice. You have all 24 Hollow Honeycombs now. Normally,
you would get another honeycomb of life, but you don't for some reason. Leave
this room.
Drop down and go to the circle where the snowman is throwing snowballs. If you
want, take him out. Get the notes around him (88), then head down the plank with
no ending. At the end, stop VERY CAREFULLY. Jump to get the Mumbo Token. Head
back to near Nabnut's area. Carefully talon trot down the snow-covered bridge,
jumping the gap. Use the shock jump pad to jump up to the platform with the
house. Here's the tricky part. Backflip onto the corner of the roof. As soon as
you land, switch into talon trot so you can collect the notes on the roof (92).
Make sure you don't try to crouch before you land, or you will beak bust and
then start slipping. Face the house before you backflip so that if you mess up,
you can direct yourself so that you slip back onto the shock jump pad. Once you
have the notes, head back to Nabnut's area. Continue up the tree and jump along
the ledges, CAREFULLY. At the top, go to the nest and talk to Eyrie, who has
become an adult eagle. He will fly off, farting out a JIGGY (10) he gives you.
Ok, deep breath. JUST EIGHT MORE NOTES. Get out of the nest and head up the
ledges on the left. Get the notes as you go (96). FOUR LEFT!! Head back to
Nabnut's area and take flight once more by talon trotting up to the circular
ring to find a pad. Fly to the Witch Switch. Stomp it, which makes a Jiggy
appear atop a tree. Drop down to the pillar with the Flying Pad nearby (it's in
the frozen lake), which you should high jump on top of. Head around to the right
to Mumbo's hut. Above the hut is a big branch. Head down and land on it to get
the notes along the branch (100). WOOT! You have all 900 notes in the game now.
From the leftmost part of the branch, wingflap down to the snowman and exit
winter.
====================--------------------====================--------------------
| Hub |
--------------------====================--------------------====================
Go back to spring.
====================--------------------====================--------------------
| Spring |
--------------------====================--------------------====================
Find Mumbo and transform into a bee, then head out of the hut. Exit spring as a
bee.
====================--------------------====================--------------------
| Hub |
--------------------====================--------------------====================
Exit the level as a bee.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4z | Gruntilda's Lair | LAIR13 |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
Fly up to the top of the tree opposite you and get the JIGGY (10). Awesome! You
have all 100 Jiggies. Fly to the area above the two leaves with the door. Open
the 765 note door, go through, then stand on the pad with Tootie's face on it.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4aa | Furnace Fun | FURNACE |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
Welcome to Grunty's furnace fun, a little game show where the grand prize is
Tootie. Let me explain the rules of the game:
You have to progress along a giant game board, and on each square, you must
answer a question about the game. At the end, you'll be able to get your prize.
Here is the list of square types:
Banjo-Kazooie Square - The easiest square. You only need to answer a basic
question about an event or puzzle in the game. If you've
been paying any attention, you should ace these questions
with no problem.
Sound Square - This square will test your knowledge of the sounds heard
in the game. The sounds vary from character speech, which
you should get once they answers pop up, the sound an
item makes when you pick it up (which you should know
since you've picked up so many items), and the music you
hear when you make a move (like the wonderwing).
Eye Square - The Eye Square gives you a picture of a world, but
usually these are extreme close-ups of odd areas. You
should think about the colors and textures of the scene
to determine which world it is from.
Time Square - The worst square. You have to complete one of the puzzles
you did in the game. This varies from spelling Banjo
Kazooie backwards on the sandcastle floor to repeating
the tip-tup choir. If you get lucky, you'll have to
defeat the Zubbas again. In these challenges, you have a
time limit. If you were already timed in the challenge,
the time limit is cut in half.
Death Square - The Death Square is a square that can be very easy or
very difficult depending on what you get. It will spit
out any kind of question (even a time square T_T), and if
you answer wrong, you are dropped into the lava and
forced to start all over again.
Gruntilda Square - The Gruntilda Square will ask you a question about
Grunty's personal life and her habits. This is where
Brentilda comes in handy. I recommend you write down the
answers she gives you, which are in squiggly print. If
you do that, grunty squares will be a breeze.
Joker Square - Nice. If you answer a Joker Square correctly, and you
should since the random type of question they give you is
almost always a Banjo-Kazooie question, you get two joker
cards. Press X on a square to skip it, using up one card.
This is really useful at the end of the board, where
there are plentiful amounts of Time/Death/Grunty squares.
Here is a map of the board:
+---+
| D |
+---+---+---+ +---+---+---+---+---+---+---+---+---+
| E | D | + | | D | G | B | + | E | ! | D | D | ! |
+---+---+---+ +---+---+---+---+---+---+---+---+---+
| J | | B | | B | | D |
+---+ +---+---+---+---+---+ +---+
| G | G | + | S | T | | D |
+---+---+---+---+---+ +---+
| E | | E | | D |
+---+ +---+---+---+---+---+---+---+---+
| B | | + | B | D | E | S | T | B | + |
+---+---+---+---+---+ +---+---+---+---+---+---+---+---+
| + | S | T | S | D | | D | | S |
+---+---+---+---+---+ +---+ +---+
| S | | E | | G | | E |
+---+ +---+---+---+---+---+---+---+---+---+---+
| + | | G | B | + | B | T | S | E | G | B | E |
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
| G | E | B | S | D | | + |
+---+---+---+---+---+ +---+
| + | | + | | D |
+---+ +---+---+---+---+---+---+---+---+---+---+
| J | | G | T | + | B | T | E | B | S | G | B |
+---+ +---+---+---+---+---+---+---+---+---+---+
| B | | + | | B |
+---+ +---+ +---+
| E | | B | | J |
+---+---+---+---+---+---+---+---+ +---+
| ! | D | J | + | S | B | + | G |
+---+---+---+---+---+---+---+---+
| E |
+---+
| B |
+---+
/START\
+-+ +-+
/ C \
+-----+
Legend:
B - Banjo Kazooie Square G - Grunty Square S - Sound Square
E - Eye Square D - Death Square ! - Extra Life
+ - Honeycomb J - Joker Square T - Time Square
Before you even start the game show, go backwards and activate the yellow
cauldron. Now start.
I recommend you take this route:
3 up
1 right
3 up
5 right
2 down
2 up
2 left
1 up - SKIP DEATH SQUARE
2 up
2 right
2 up
2 right
2 left
1 up
2 left - SKIP TIME SQUARE
3 left - SKIP DEATH SQUARE
2 left
2 up - SKIP TIME SQUARE
2 up - SKIP DEATH SQUARE
1 right
1 up - SKIP DEATH SQUARE
This route will ensure your victory, as long as you answer the joker squares
correctly, as you won't have any to spare. Also, this route involves no skipping
of Grunty squares, so be sure to either have them written down, or to know the
answers very well.
Once you win, Grunty will cry out in desperation, "No one can win, I was assured
, by the makers of this board." Gruntilda tells no lies, she will let you take
your prize. The witch flies the coop before Banjo and Kazooie select Tooty as
their prize and go home.
--------------------------------------------------------------------------------
After the credits, the adventurous duo head back to good ol' Spiral Mountain.
Banjo, Kazooie, Bottles and Mumbo celebrate with a barbecue. Suddenly, the party
pooper Tooty comes out and tells Banjo and Kazooie they still have to beat up
the witch, despite the fact that she was the one who decided to go home. After
everyone totally spazzes out, you'll be back in the furnance fun.
--------------------------------------------------------------------------------
Behind the starting platform, turn around to find a yellow cauldron to activate.
Grab as many extra lives as you can along the game board, since you can go
anywhere along it. Head up the stairs where grunty went to the top.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4bb | Tower Top | TOWER |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
Grunty wasn't kidding when she said she was going to go up the _winding_ stairs.
Highjump to the alcove with an extra life. Now activate the yellow cauldron and
open the 810 note door. Stand on the Jiggy podium in the room and press the
trigger to put a whopping 25 pieces in. The picture is of Grunty, and it opens a
door. Head up the small set of stairs into the new room. You'll meet Dingpot,
Grunty's cauldron. He offers to shoot you up to where Grunty is. Before you do
that, you should notice there are four note doors around the room. Three of them
contain giant max items. Collect it to maximize that item. Open the 828 note
door and get the max blue eggs. Now open the 846 note door for the max red
feathers, and finally, unlock the 864 note door for max gold feathers. Now open
the 882 note door and head through the room. You'll find the final jigsaw
puzzle. Place four pieces in it, leaving you with a measley two Jigges, to get
16 honeycombs. Your eight will turn red. Whenever you lose one, it turns yellow.
Once all the honeycombs are yellow, you start losing them. Now jump into
Dingpot.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4cc | Final Fight | FIGHT |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
Grunty is no pushover. You'll have to go through five difficult stages to beat
her, and they get harder as you go along. Good luck!
====================--------------------====================--------------------
| Stage 1 |
--------------------====================--------------------====================
In this stage, Grunty will dive bomb you on her broom. You have to dodge her
dive bombs and then rat-a-tat-rap her while her broom malfunctions. The number
of dive bombs she does before the broom breaks down increases each time you hit
her. After her first two dive bombs, hit her.
Grunty isn't too accurate, but she's not completely off either, so stay in talon
trot. After you hit her, she'll fire a red spell that you'll have to dodge. Wait
for antoher two dive bombs, then smack her and dodge another red spell. Repeat
the process after three dive bombs and dodge another spell. One more time after
four dive bombs (making her drop a honeycomb), then she'll fire a homing spell.
Equip a gold feather just before it hits you.
====================--------------------====================--------------------
| Stage 2 |
--------------------====================--------------------====================
In this stage, Grunty will hover behind the ledges sticking out of the tower
top. Stand behind the ledges so you'll be safe from her spells. When she ceases
fire (the damage the attack can do lasts for a second or two, so wait), jump on
the ledge and spit three eggs at her. The spells she fires before she stops
increases as you continue to hit her.
Grunty will move to another ledge. Follow her and repeat the process. Unlike
with the last stage, the number of eggs stays the same. She moves a little when
she gets hit, so you might not be able to do all three hits in one blow.
Keep hitting her with eggs. Stay behind the ledge until it's safe to conserve
honeycombs for the harder stages. Once you've hit her the third time, move to
another ledge one more time. Spit three last eggs when the time is right and
she'll drop another honeycomb. Wonderwing another homing spell.
====================--------------------====================--------------------
| Stage 3 |
--------------------====================--------------------====================
Grunty will start flying around the place. Bottles will give you a Flying Pad to
fight her on even ground. Now you have to beak bomb her. She only attacks after
you hit her, so the only challenge is aiming correctly. Lead her and make sure
you're even height wise. After you hit her once, she'll fire a spell.
Line everything up, then strike her again. She fires two spells this time, but
she's not very accurate when you're flying. Keep flying around. If you miss, it
might be a while before you get a chance to hit her. She will pause every so
often, making it even easier to hit her. After you hit her the third time, she
throws three spells at you.
It might be easier to hit her if you go for it right after your previous hit
(once she's done throwing spells at you). One more hit will finish this phase,
giving you a honeycomb... and she'll form a forcefield around herself. Great.
====================--------------------====================--------------------
| Stage 4 |
--------------------====================--------------------====================
Here you have to shoot eggs into four Jinjo statues in the corner, who have come
to help you defeat the hag. Grunty will be firing spells at you all the time. If
you hear the sound, get out oft he way! The orange statue (they're all gray
until fed) takes three eggs. When you've 'fed' it, it will come to life and slam
itself into Grunty's forcefield.
The green Jinjo takes three eggs. It will again slam itself into Grunty's field.
If Grunty fires a spell while you're shooting eggs, run. It's better to delay
the Jinjo than to get hit. Honeycombs are precious.
Fire three eggs into the purple Jinjo. Again, Grunty's forcefield will be
weakened. As logn as you keep moving, you can avoid Grunty's shots even without
talon trotting. This allows you to immediately begin firing eggs.
The last Jinjo, which is yellow, will do one last slam. Grunty's forcefield
breaks and she is knocked a few feet, but she lands on a ledge and reforms the
forcefield. Deflect another homing spell with your gold feather.
====================--------------------====================--------------------
| Stage 5 |
--------------------====================--------------------====================
When Grunty fires spells here, she'll lead you, so change direction constantly.
Block a homing spell, then one last statue, the mighty "Jinjonator" rises, with
four holes on each side. One side takes one egg, one takes two, one three, and
the last one, four. As with before, Grunty fires spells during this whole damn
thing. Run away immediately if you hear the sound. If you hear the sound of one
of her homing spells, use the gold feather to shield yourself. You're gonna have
to be really fast for this. As with before, talon trot will make it harder to
get into egg firing position, so it's a little difficult to dodge the spells.
You've probably lost several honeycombs by now. Once one of the holes is done,
it closes up. Now work on the next.
I find the absolute best time to fire is after she does the homing spell.
Apparently she has to charge up a bit after that, so you'll have a bit of time
to fire a few eggs. The front of the Jinjonator facing Grunty is hard. You might
consider firing one egg at a time. Once that's done, you shouldn't worry too
much if you have a decent amount of health.
When all four holes are closed up, the mighty blue Jinjonator activates. It's
beaming red eyes, it's huge size, the Jinjonator is clearly one to be feared,
without question a force to be reckoned with. All the Jinjos will combine their
powers of standing around yelling "help" instead of escaping themselves into one
super special awesome ultra special super extra mega ultra awesome Jinjo.
The Jinjonator will rise and zoom around, then hit Grunty. Grunty, being obese
as she is, does not fall, but flinches. The Jinjonator will continue to hit
Grunty several times. The witch will claim she can take these shots all day, so
the Jinjonator will slowly charge up power, then hit Grunty with one super
special awesome attack. Grunty falls off the tower. Her last spell, which she
fires as she falls, misses Banjo and Kazooie. The hag falls waaaaaaaay down to
the bottom below her lair. Maybe you shouldn't make your lair hundreds of feet
in the air... Somehow, a bunch of rocks fall from nowhere. Grunty smashes
through the ground of Spiral Mountain, forming a perfect witch shape in the
ground in an incredibly realistic fashion. A giant boulder falls directly onto
her, trapping her forever, and she is unable to get out.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 4dd | Ending | ENDING |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
Banjo and the gang vacation at Treasure Trove Cove. Bottles makes annoying
noises eating his melon, Tooty eats the worst food known to mankind, and Banjo
and Kazooie sway worse than drunkdrivers while holding their drinks. All the
while, a sexy woman in a red bikini walks around delivering drinks. Banjo asks
his sister if he can relax, and Tooty says he and Kazooie are heroes. After a
couple rude comments from Kazooie, Banjo puts the cast list on, which gives you
the names of all the enemies.
--------------------------------------------------------------------------------
After the cast list, you're treated to a extra super special secret awesome
scene. Mumbo will pop out of the tree with pictures. He will tell of a great
sequal to Banjo-Kazooie. It's called Banjo-Tooie. Yeah, that'll probably be my
next FAQ.. Since you got all 100 Jigsaws (WHICH YOU BETTER HAVE!!!), I mean
which you certainly did, congratulations, Mumbo will show you the pictures.
Banjo and Kazooie first get the Pink Egg atop Sharkfood Island, then the Ice Key
in Wozza's cave, followed by the Blue Egg in a coffin in the room behind where
Gobi had the Hollow Honeycomb. Actually, they don't get them, just look at them.
Mumbo will tell you that you can collect these items to unlock secrest in Banjo-
Kazooie: Nuts n' Bolts. Head down to Stop N' Swap in the chapter below and
follow the guide to get the items.
--------------------------------------------------------------------------------
The last scene shows Klungo trying to move the boulder trapping Grunty. Grunty's
very last words in the game are, "All the Jiggies you did snatch, but I'll be
back for my rematch!" Congratulations, you've COMPLETED BANJO KAZOOIE!
==========================----------------------------==========================
| =~=~=~=~=~=~=~=~=~=~=~=~=~=~ |
| (05) | Appendicies | APPEND |
| ~=~=~=~=~=~=~=~=~=~=~=~=~=~= |
--------------------------============================--------------------------
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 5a | Stop N' Swap | SnS |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
Stop N' Swap is a fun little side-quest in a hunt to get the six mystery eggs
and the ice key. The theory is that you were originally supposed to take the BK
pak out of the N64 without turning it off, then put in the sequal, Banjo-Tooie,
and then the eggs and ice key would be in your BT file. However, it didn't work.
Anyways, you can still get all the eggs and the key, but first you'll need to
open all nine worlds. In the N64 version, doing this required cheat codes.
However, in the Xbox 360 version, the eggs are already in the levels for you to
take and the passages to them are open. Now that the game is on the Xbox 360,
Stop N' Swap has actually been implemented and you can use the items to unlock
things in Banjo-Tooie on XBLA and Banjo-Kazooie: Nuts n' Bolts on the Xbox 360.
====================--------------------====================--------------------
| Gruntilda's Lair |
--------------------====================--------------------====================
Head up the slope into the room with the puzzles to the second and third worlds,
then go up the ramp and hop the stream. Go into the red-eyed cave and then head
into Treasure Trove Cove.
====================--------------------====================--------------------
| Treasure Trove Cove |
--------------------====================--------------------====================
Jump into the water and swim right, heading toward the back of the level. You
should see a huge rock sticking out of the water called Sharkfood Island. Avoid
Snacker and enter the place. In the middle is a giant pillar. Shock jump to the
alcove, then start wingflapping up all the alcoves. You might fall a time or
two. When you reach the top, get the PINK EGG (1), then leave the island as well
as the cove.
====================--------------------====================--------------------
| Gruntilda's Lair |
--------------------====================--------------------====================
Head to the room with the picture of Grunty and the Treasure Trove Cove puzzle.
Take the purple cauldron down the stairs, then head across and go through the
frozen tunnel, where you should enter Freezeezy Peak.
====================--------------------====================--------------------
| Freezeezy Peak |
--------------------====================--------------------====================
Find Wozza's cave on the other end of the level and go in. High jump to where
the orange Jinjo is and go to the back. Get the ICE KEY (1), then leave the cave
as well as the peak.
====================--------------------====================--------------------
| Gruntilda's Lair |
--------------------====================--------------------====================
Go to the urn room and use the Wading Boots to get to Gobi's Valley.
====================--------------------====================--------------------
| Gobi's Valley |
--------------------====================--------------------====================
Talon trot up the slope and take the magic carpet from Jinxy's left paw (your
right) to where Gobi was the third time you met him. Go through the room and at
the end, push the switch to open the coffin. Get the BLUE EGG (2).
====================--------------------====================--------------------
| Gruntilda's Lair |
--------------------====================--------------------====================
Head back to the 2 Gruntling room, go through the 350 note door, and all the way
to Mad Monster Mansion.
====================--------------------====================--------------------
| Mad Monster Mansion |
--------------------====================--------------------====================
Go right at the start until you find the trapdoor blocking off the wine cellar.
Bust it open. Kill the ghost with a gold feather and enter the barrel that's
open. Get the TURQUOISE EGG (3), then leave the cellar. Climb up to the second
level of the mansion and bust open the window just around the corner from the
Shock Jump Pad. Get the GREEN EGG (4), then leave the bathroom as well as the
mansion.
====================--------------------====================--------------------
| Gruntilda's Lair |
--------------------====================--------------------====================
Head back to the Gruntling room after you pass the Gobi's Valley puzzle. Go up
the ramp and take the blue cauldron. Enter Rusty Bucket Bay.
====================--------------------====================--------------------
| Rusty Bucket Bay |
--------------------====================--------------------====================
Head up the plank at the start to the boat. Backflip off the pipe to the upper
level, then cross the next plank. Go to the left side and drop down. Head toward
the front of the ship and bust open the first breakable window. Find the
captain's bed and get the RED EGG (5), then leave the bay.
====================--------------------====================--------------------
| Gruntilda's Lair |
--------------------====================--------------------====================
Take the blue cauldron outta this dump, then take the purple cauldron. Go up the
ramp and through the pipe, then take the red cauldron. Enter Click Clock Wood.
====================--------------------====================--------------------
| Click Clock Wood |
--------------------====================--------------------====================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hub
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go to winter.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Winter
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Find Mumbo's skull and use the Flying Pad to head up all the way to Nabnut's
house. Land, rat-a-tat-rap the window, then enter. Grab the YELLOW EGG (6) in
the back, then leave. Exit winter.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hub
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Leave the level.
====================--------------------====================--------------------
| Gruntilda's Lair |
--------------------====================--------------------====================
Nice. Stop N' Swap is now complete. You can view all your super special awesome
items in the view totals menu. Now you have _EVERYTHING_.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 5b | Bottles' Puzzles | PUZZLE |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
Go to Banjo's house in Spiral Mountain and stand on the rug in front of the
fireplace. Press Y to go into first person and look at the picture of Bottles
above the fire. Bottles will tell you about his secret moving picture challenge.
It's basically a jigsaw puzzle, except the picture moves around the scene. Move
Banjo's hand with the control stick, pick up a piece with A, put it back with X,
and put it in the puzzle with A. From the third puzzle on, you'll have to rotate
the pieces to make them fit by moving the right control stick left and right.
You shouldn't have too much trouble. When you complete puzzle five, Bottles will
be an ass and tell you there are no more, even though there are. Everytime you
complete a puzzle, Bottles gives you a code. Here's a list as well as puzzle
solutions. The letters around the puzzle represent puzzle pieces, and the same
letter in the grid of puzzle piece spots is where you should put the piece. The
numbers next to the letters of the pieces are the number of times you have to
rotate the piece right for it to be correct.
PUZZLE 1 - Banjo's House (Spiral Mountain)
Code - BOTTLESBONUSONE / BOTTLES BONUS ONE
This makes Banjo's head big.
a b c d e f
+---+---+---+---+---+
t | a | b | c | d | f | g
+---+---+---+---+---+
s | t | s | e | g | h | h
+---+---+---+---+---+
r | r | q | o | j | i | i
+---+---+---+---+---+
q | p | n | m | l | k | j
+---+---+---+---+---+
p o n m l k
PUZZLE 2 - Boggy's Igloo (Freezeezy Peak)
Code - BOTTLESBONUSTWO / BOTTLES BONUS TWO
This makes Banjo's hands and feet big.
a b c d e f
+---+---+---+---+---+
t | f | e | h | l | c | g
+---+---+---+---+---+
s | a | o | t | d | n | h
+---+---+---+---+---+
r | s | b | i | g | k | i
+---+---+---+---+---+
q | r | q | p | j | m | j
+---+---+---+---+---+
p o n m l k
PUZZLE 3 - Captain's Quarters (Rusty Bucket Bay)
Code - BOTTLESBONUSTHREE / BOTTLES BONUS THREE
This makes Kazooie's head large.
a b2 c d1 e2 f1
+---+---+---+---+---+
t | f | p | d | r | c | g1
+---+---+---+---+---+
s | a | e | b | h | n | h
+---+---+---+---+---+
r2| s | t | i | g | k | i1
+---+---+---+---+---+
q1| k | q | i | j | m | j2
+---+---+---+---+---+
p3 o2 n3 m2 l k2
PUZZLE 4 - Nabnut's House (Click Clock Wood)
Code - BOTTLESBONUSFOUR / BOTTLES BONUS FOUR
This makes Banjo's head small and his body tall.
a b c2 d e2 f
+---+---+---+---+---+
t | f | e | l | h | c | g3
+---+---+---+---+---+
s | a | g | t | r | n | h
+---+---+---+---+---+
r | d | b | i | p | j | i1
+---+---+---+---+---+
q | m | q | o | k | s | j
+---+---+---+---+---+
p o3 n m1 l k
PUZZLE 5 - Tip-Tup Choir (Bubblegloop Swamp)
Code - BOTTLESBONUSFIVE / BOTTLES BONUS FIVE
This makes Banjo's hands and feet big.
a1 b1 c2 d e f
+---+---+---+---+---+
t | t | h | n | i | f | g3
+---+---+---+---+---+
s | p | k | b | d | e | h
+---+---+---+---+---+
r2| s | o | a | j | m | i
+---+---+---+---+---+
q | c | l | g | r | q | j1
+---+---+---+---+---+
p o1 n3 m1 l k
PUZZLE 6 - Bedroom (Mad Monster Mansion)
Code - BIGBOTTLESBONUS / BIG BOTTLES BONUS
This will make Banjo's head, feet, and hands big and make Kazooie's wings and
head big.
a2 b2 c1 d1 e1 f1
+---+---+---+---+---+
t2| p | h | g | l | o | g
+---+---+---+---+---+
s1| t | k | d | m | c | h1
+---+---+---+---+---+
r3| e | r | s | f | q | i3
+---+---+---+---+---+
q1| n | i | j | a | b | j3
+---+---+---+---+---+
p2 o3 n2 m3 l3 k2
PUZZLE 7 - Zubba's Nest (Click Clock Wood)
Code - WISHYWASHYBANJO / WISHY WASHY BANJO
This turns Banjo into a washing machine. The washer can do everything the normal
Banjo can do, including flying :). It doesn't take damage from the icy water in
Freezeezy Peak.
a2 b1 c2 d1 e1 f1
+---+---+---+---+---+
t2| p | h | g | l | o | g
+---+---+---+---+---+
s1| t | k | d | m | c | h1
+---+---+---+---+---+
r2| e | r | s | f | q | i3
+---+---+---+---+---+
q1| n | i | j | a | b | j3
+---+---+---+---+---+
p2 o2 n2 m1 l3 k2
All of the codes can be entered on the sandcastle floor in Treasure Trove Cove
(gotta love that place). To restore Banjo's original form, type NOBOUNS on the
castle floor.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 5c | Item List | ITEM |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
================================================================================
Collectible Items
================================================================================
====================--------------------====================--------------------
| Jiggy |
--------------------====================--------------------====================
The Jiggy (which is a golden jigsaw puzzle piece) is the most important item in
the game. They're like the Golden Bananas of BK. Collecting Jiggies allows you
to open the 9 worlds. To open a world, you have to place your Jiggies in the
puzzle. This may be done by pressing the A button to add one piece at a time, or
by pressing the left or right trigger to put all the pieces in at once. Note
that Bottles much teach you the methods of completing puzzles (which he does
when you try to complete the first few puzzles) before you can use them. If you
want to take a piece out of a puzzle (which you should never have to do), press
X. To start adding pieces to a puzzle, stand on the golden jigsaw puzzle piece
on the floor.
Each of the 9 worlds holds 10 Jiggies, as well as Grunty's lair, for a total of
100 Jiggies. In the early stages of the game, you'll find Jiggies out in the
open for you to take. But later on, you must defeat difficult challenges and
puzzles to get Jiggies. Also, each world holds 5 Jinjos (little creatures), and
when you rescue all five, you get a Jiggy.
When you collect a Jiggy, Banjo will do a little dance and Kazooie will put it
in Banjo's backpack. A number will pop up, telling you how many Jiggies you have
in that world. You can also go to the start menu and go to view totals to view
how many Jiggies you have in each world and how many Jiggies you have overall.
====================--------------------====================--------------------
| Musical Notes |
--------------------====================--------------------====================
Musical Notes are like the regular bananas in DK64. They look like an golden 8th
note, and you can find 100 of them in each world, for a total of 900 notes.
In the first few worlds, notes can be found almost anywhere, in easy to spot
locations. Later on, notes will be in secret and hard to reach locations. Unlike
in the N64 of this game, when you die you don't lose all your notes, as once a
note is picked up, it is permanently gone. This is a much welcome change and
will make your life a lot easier.
You may wonder what notes are for. Well, throughout the lair, there are note
doors. Each note door has a number on it, indicating how many notes you need to
open it. The combined total of all of your musical notes must be at least as
high as the number on the note door. The first note door requires only 50 notes,
while the very last (though it is not necessary to open this one) requires 887
notes. You will need at least 810 notes to complete the game.
When you pick up a note, a number will appear on the screen, indicating how many
notes you have in that world. The view totals screen will allow you to view how
many notes you have collected in each world. When you collect all 100 notes in a
world, you get an Extra Life.
====================--------------------====================--------------------
| Hollow Honeycombs |
--------------------====================--------------------====================
Hollow Honeycombs are like Candy's melon upgrades in DK64. They're basically
like regular Honeycombs, except they're shiny and have no honey in them. You can
find 2 in each world, as well as 6 in Spiral Mountain. It is not necessary to
collect any of the Hollow Honeycombs, but it will be very hard to finish the
game if you don't. Each time you collect six Hollow Honeycombs, you get another
honeycomb added to your energy bar. The last six do not boost your energy. Going
to the view totals screen will allow you to view how many Hollow Honeycombs you
have in each world.
You can get a total of eight honeycombs via the Hollow Honeycombs. A special
puzzle at the end will double your honeycombs to sixteen.
====================--------------------====================--------------------
| Honeycombs |
--------------------====================--------------------====================
Honeycombs make up your energy bar in this game. You start the game with five,
but you can boost your energy bar up to eight later. When you make contact with
an enemy, you lose one honeycomb. Some enemies take away two honeycombs.
Depending on the enemy and the move you use to kill it, you can sometimes get
two or more honeycombs. Luckily, it is extremely simple to take out the enemy,
which then drops a honeycomb. Unlike in most games, the enemies do not
regenerate. This means that honeycombs become scarcer and scarcer as you kill
more enemies. In difficult levels, this can become problematic. Therefore, you
should never pick up a honeycomb if you don't need it. Also, beehives can be
broken for three honeycombs. However, be wary of the bees surrounding the hives
in later levels.
Fortunately, there are not many enemies in this game, and the few enemies there
are are quite pathetic. The real threat is falling off a cliff, running out of
oxygen, or other kinds of environmental damage. When your health is low, your
energy meter will stay on the screen at the top left. Honeycombs are like the
melon slices in DK64.
====================--------------------====================--------------------
| Oxygen |
--------------------====================--------------------====================
Oxygen isn't a real item, but they're made up of honeycombs, so whatever.
Whenever you dive underwater, your oxygen meter will appear on the left side of
the screen as blue honeycombs. About once every 10 seconds, one honeycomb will
fade, indicating that you are losing oxygen. If you run out of oxygen, you will
drown and die instantly. Whenever you are underwater, keep a close watch on your
oxygen meter, or you will quickly find yourself in a hopeless situation.
You have a total of six oxygen honeycombs, and unfortunately, that number cannot
increase. In a couple of types of water (the oily water in Rusty Bucket Bay and
the freezing cold water in Click Clock Wood), you lose oxygen on the surface,
and lose it twice as fast underwater.
====================--------------------====================--------------------
| Extra Life |
--------------------====================--------------------====================
Extra lives take the form of golden Banjo statues in this game. They are rather
rare, and are often in dangerous locations, making it not worth the risk.
Whenever you load your save file, you have 3 lives. You should never really get
a game over, but if you see an easy to get extra life, its always worth the
effort to grab it.
If you die with 0 extra lives, you get a game over. Although the meter at the
top that appears showing you how many lives you have when you collect one will
only read 9, you can actually have more than that. If you collect a life when
you already have 9 and then die, the meter will still read 9.
====================--------------------====================--------------------
| Jinjo |
--------------------====================--------------------====================
The Jinjo is a small, cute little creature, a lot like the Blueprints in DK64.
There are 5 of them in each world, one blue, one yellow, one orange, one green,
and one purple. When you collect all five, you get a Jiggy. Like with the notes,
you lose all your Jinjos when you die, but it doesn't matter if you've already
collected the Jiggy.
====================--------------------====================--------------------
| Blue Eggs |
--------------------====================--------------------====================
Once Bottles teaches you the egg spit in Mumbo Mountain, you'll be able to shoot
eggs, via holding the left or right trigger and pressing Y. Holding the trigger
and pressing B will let you fire an egg backwards. Eggs are very weak against
enemies, and therefore should not be used for that. The purpose of eggs is to
activate switches and to be shot into holes, etc. Doing so will result in some
sort of event, almost always resulting in a Jiggy.
Eggs can be found virtually ANYWHERE, and are extremely easy to locate. You can
pack a total of 100 eggs, but that total can later be doubled to 200. Eggs are
exactly like the fruit weapons in DK64.
====================--------------------====================--------------------
| Red Feathers |
--------------------====================--------------------====================
Red Feathers are required to fly, which cannot be done until Bottles teaches you
to use Flying Pads in Treasure Trove Cove. Stand on a Flying Pad and press A to
take flight. You will steadily go downwards, but you can fly higher by pressing
A. This uses up one red feather. Also, once you have the Beak Bomb move from
Freezeezy Peak, you can press X to thrust forward, which also uses up one
feather. Be careful! If you Beak Bomb into a wall, you'll lose a honeycomb.
At first, you will only be able to carry 50 red feathers, which is a fairly
insufficient amount, forcing you to restock frequently. However, later this can
be doubled to 100, which is a much better total.
====================--------------------====================--------------------
| Gold Feathers |
--------------------====================--------------------====================
Gold Feathers are extremely rare and valuable. After you have the Wonderwing
move learned from Bottles in Clanker's Cavern, you can hold the left or right
trigger and then hold the right control stick right to activate the Wonderwing.
During this time, you are completely invulnerable. If you walk into enemies
(other than Bigbutt), the enemy will die instantly. However, during this time,
you will lose Gold Feathers at a rapid rate. Once you run out, you will no
longer be able to stay invulnerable.
At first the max capacity is only 10. But later, this number can be doubled to
20. Although there are only a couple of situations which require use of the
Wonderwing, the move can be very useful in certain situations.
====================--------------------====================--------------------
| Mumbo Token |
--------------------====================--------------------====================
Mumbo Tokens are relatively easy to find, and come in numbers of about 8 per
world. They look like silver skulls, and are used to pay Mumbo for his magic.
The first transformation in Mumbo's Mountain is a termite, costing 5 tokens. The
second transformation costs 10 tokens, and is an alligator in Bubblegloop Swamp.
The third transformation is a walrus, costing 15 tokens in Freezeezy Peak. The
fourth transformation, which is in Mad Monster Mansion, is a pumpkin and costs
20 tokens. The fifth and final transformation in Click Clock Wood costs 25
tokens, and is a bee.
There are about 100 Mumbo Tokens in the game, but you only need 75. While you
are transformed, you cannot attack (except for the alligator), and you won't be
hurt by falling. Transformations can get into small holes that Banjo and Kazooie
cannot. If you exit a world while transformed, you will eventually be
detransformed once you stray far enough.
====================--------------------====================--------------------
| Orange |
--------------------====================--------------------====================
Oranges are in the possession of Conga, who lives in Mumbo's Mountain. When he
sees you, he will begin throwing oranges, which can hit orange switches, giving
you a Jiggy. You also must climb the tree to get an orange to feed to Chimpy,
who will then raise his tree stump for you.
====================--------------------====================--------------------
| Gold Bars |
--------------------====================--------------------====================
The two stacks of gold bars are found in Blubber's ship. You have to go through
two entrances in the ship. They belong to him, as he lost them in a storm.
Return both stacks to him for a Jiggy.
====================--------------------====================--------------------
| Presents |
--------------------====================--------------------====================
Boggy went out to get his kids Christmas presents, but they never returned.
There are three in the level. The red one is inside the Christmas tree, the
green one is on an island at the start of a slope heading up to the giant
snowman's scarf, and the blue one is on the giant snowman's nose.
====================--------------------====================--------------------
| Acorn |
--------------------====================--------------------====================
Acorns are only found in Click Clock Wood. Nabnut, the squirrel, lost his six
acorns, and you need to round them up for a Jiggy. There is one that you must
fall to get, one on a circle bridge, one in the water inside the house, one on
Nabnut's shelf, one down an incomplete steep path, and another on the wooden
walkway.
====================--------------------====================--------------------
| Caterpillar |
--------------------====================--------------------====================
Caterpillars are only found in Click Clock Wood. They are in various locations,
and are needed to feed Eyrie the eagle. In summer he only wants five
caterpillars, but in fall he demands 10. In winter he grows into a full-sized
eagle, and rewards you with a Jiggy.
================================================================================
Pads, Switches, and Misc.
================================================================================
====================--------------------====================--------------------
| Banjo-Kazooie Pad |
--------------------====================--------------------====================
When you enter a world, you'll be standing on a pad with a picture of Banjo and
Kazooie's faces. If you want to leave the world, stand back on the pad. Note
that leaving a world will cause you to lose all your notes and Jinjos.
====================--------------------====================--------------------
| Beehive |
--------------------====================--------------------====================
The beehives are scattered throughout the worlds. If you break it open, you'll
get three honeycombs. From Gobi's Valley onward, the beehives will be guarded by
bees. If you open the beehive, they will chase you. You can outrun them with the
talon trot or use gold feathers to kill them.
====================--------------------====================--------------------
| Orange Switch |
--------------------====================--------------------====================
The Orange Switches are in Mumbo's Mountain, near Conga. You have to stand on
them, wait for Conga to throw his orange, then get out quickly. The orange will
trigger the switch. When all three switches are hit, you'll get a Jiggy.
====================--------------------====================--------------------
| Witch Switch |
--------------------====================--------------------====================
In every world, you'll find a Witch Switch, a switch with a picture of Grunty on
it. Use the beak buster to activate it. This will cause some event to happen in
Gruntilda's Lair, allowing you to access a Jiggy. Usually, you have complete
some task to get the Jiggy.
====================--------------------====================--------------------
| Shock Jump Pad |
--------------------====================--------------------====================
There are several Shock Jump Pads in pretty much every level. They are green and
have a picture of Kazooie's foot on them. Bottles teaches you how to use them in
Treasure Trove Cove. Hold A while on one to perform a super high jump. This
allows you to reach ledges otherwise unnaccessible.
====================--------------------====================--------------------
| Flying Pad |
--------------------====================--------------------====================
Flying Pads are somewhat common. They are blue and have three red feathers on
them. Once you learn how to use them in Treasure Trove Cove, stand on one, then
press A to take flight. You'll slowly sink down. Press A to go higher, using up
one red feather. Holding up on the control stick makes you go down, while
holding it down makes you go up.
====================--------------------====================--------------------
| Pipe Switch |
--------------------====================--------------------====================
There are only two of these, and they're both found near Clanker's Cavern. Beak
bust them to raise pipes, allowing you to progress through the area.
====================--------------------====================--------------------
| Grate Switch |
--------------------====================--------------------====================
This is found near Clanker's Cavern. Beak bust it to open an underwater grate,
allowing you to access the Bubblegloop Swamp puzzle.
====================--------------------====================--------------------
| Wading Boots |
--------------------====================--------------------====================
The Wading Boots are a pair of green rubber boots. Once Bottles teaches you how
to use them in Bubblegloop Swamp, you can put on the boots and walk around in
dangerous terrain safely. Be careful, though, because after a hidden time limit,
the boots will disappear. When your time is almost up, you'll hear a clock
ticking. Whenever you put a pair of the boots on, always get down to business
right away.
====================--------------------====================--------------------
| Shock Jump Pad Switch |
--------------------====================--------------------====================
There is only one of these in the game, and it's near Gobi's Valley. You have to
bust open the wall it's hidden in with the rat-a-tat-rap. Beak bust the switch
to make a Shock Jump Pad appear, which will then circle the urn in the room. You
have to use the pad to leap into the urn, which will get you the Bubblegloop
Swamp Witch Switch Jiggy. You also need it to get the Gobi's Valley Witch Switch
Jiggy in the coffin.
====================--------------------====================--------------------
| Running Shoes |
--------------------====================--------------------====================
After Bottles teaches you how to use the white shoes with red lightning bolts,
you can put on a pair and run around at super speed. This allows you to get into
areas within a very small time limit and to defeat challenges that require super
speed. However, you'll have to get right down to it as soon as you put the shoes
on, because after a while, the shoes will disappear. You'll hear a clock ticking
when your time is almost up.
====================--------------------====================--------------------
| Hollow Honeycomb Switch |
--------------------====================--------------------====================
There are two of these in the game, one in Gobi's Valley and one in Rusty Bucket
Bay. The first one is behind the pyramid with the matching game, and the second
one is in a room entered through a hole in the wall where Snacker is. Beak bust
one of these switches to make a Hollow Honeycomb appear in an irritating
location.
====================--------------------====================--------------------
| Propeller Switch |
--------------------====================--------------------====================
There are a few of them in Rusty Bucket Bay. One slows down the fans in the
mechanical room, while another slows down the propellers in the back of the
boat. The third switch stops the propellers in the back of the boat for 65
seconds, allowing you to get the Jiggy behind them.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 5d | Move List | MOVE |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
================================================================================
Basic Moves
================================================================================
The basic moves are the simple moves you learn in Spiral Mountain.
====================--------------------====================--------------------
| Camera Controls |
--------------------====================--------------------====================
Just outside Banjo's house, Bottles will teach you how to control the camera.
The Y button lets you see in Banjo's perspective, rendering you immobile. Moving
the right control stickd own controls how far the camera is from Banjo, offering
three different views (one close, one medium, one far). Moving the right control
stick right and left will move the camera left and right, respectively. Holding
the left or right bumper will center the camera behind Banjo, making it easier
to traverse ledges and cliffs.
====================--------------------====================--------------------
| Jump |
--------------------====================--------------------====================
Near a bunch of tree stumps, Bottles will show you how to jump. Tap A for a
short jump, press it for a bigger one, and hold it for a high jump. Press A and
A again while in the air to have Kazooie flap her wings. This is a very useful
technique that allows you to traverse gaps. Hold the left or right trigger and
press A to do a high jump , giving you large amounts of airtime and propelling
you high into the air. This move is great for getting onto high ledges, but
should never be used for getting over gaps, as it gives you very little
distance.
====================--------------------====================--------------------
| Swim |
--------------------====================--------------------====================
By the river, Bottles will give you swimming lessons. Jump into the water and
press X to go under. Your oxygen meter will appear. Once every 10 or so seconds,
you lose an oxygen piece. Surface when you're low or you will drown and die.
While underwater, hold A to have Banjo kick his legs. This is only good for
getting items trapped underwater. Hold X to use Kazooie's wings to propel you
forward, which is a much more efficient way of getting around underwater.
====================--------------------====================--------------------
| Climb |
--------------------====================--------------------====================
Near a tree, Bottles will tell you how to climb. Jump onto a tree or pole and
Banjo will grap hold of it. Move the control stick up and down to climb the
tree. When you reach the top, Banjo will automatically leap onto the surface.
====================--------------------====================--------------------
| Beak Barge |
--------------------====================--------------------====================
In an area with a bunch of rocks, Bottles teaches you to use the Beak Barge.
Hold the left or right trigger and press X to have Kazooie thrust forward with
her beak, which can destroy barriers and activate switches. It should be used
for this and rarely for attacking enemies, as it is not a very accurate
attacking move.
====================--------------------====================--------------------
| Attack |
--------------------====================--------------------====================
On a hill with a dirt farming patch, Bottles will teach you three attacking
moves. Press X while holding still to have Banjo move forward while swiping his
claws. This is the Claw Swipe, a very weak and risky move that you should never
use. Press X while running to perform the Roll. This is also a weak move, but is
useful when the enemy is on lower terrin than you or when the enemy is very
short. The third attack is the Rat-a-Tat-Rap. Jump and press X while in the air
to make Kazooie come out of the backpack and peck her beak. This is a powerful
move that should be used as your main attacking move. It's very effective
against aerial enemies as well as enemies that come out of the wall.
================================================================================
Advanced Moves
================================================================================
These moves are learned throughout the various worlds.
====================--------------------====================--------------------
| Egg Spit |
--------------------====================--------------------====================
~~Mumbo's Mountain~~
The Egg spit is learned in the first world on a ledge. Hold the left or right
trigger and press Y to spit an egg forward. Hold the left or right trigger and
press B to fire an egg backwards. Eggs are quite useless for dealing damage, as
they are very weak. However, they are extremely useful for activating switches
and various other purposes, triggering events that will usually end in a Jiggy.
You can pack 100 eggs at a time, but Cheato will double that number to 200.
====================--------------------====================--------------------
| Talon Trot |
--------------------====================--------------------====================
~~Mumbo's Mountain~~
The Talon Trot is learned in the first world at the top of the mountain. Hold
the left or right trigger and then hold the other trigger to have Kazooie stick
her legs out of the backpack. You only need to continue holding one trigger to
keep the move in effect. The Talon Trot allows you to move at a much quicker
pace, as well as allowing you to get up steep slopes. On icy terrain in worlds
such as Click Clock Wood and Freezeezy Peak, the Talon Trot will prevent you
from slipping (which can be very dangerous on high ledges).
The Talon Trot is a more efficient way of exploring the large worlds. However,
it is extremely dangerous when on high ledges and cliffs. It is more advisable
to use Banjo, who does not move as quickly, to walk in these places.
====================--------------------====================--------------------
| Beak Buster |
--------------------====================--------------------====================
~~Mumbo's Mountain~~
The Beak Buster is learned in the first world at the top of the mountain. Press
A to jump, then press the left or right trigger while in the air. Banjo will
turn upside down and Kazooie will slam the ground with her beak. This is a
powerful, but inaccurate move, making it less useful against enemies. However,
the Beak Buster is great for breaking things open and activating buttons. For
example, Mumbo's Mountain and Bubblegloop Swamp both have huts that can be
broken using the Beak Buster, revealing prizes.
====================--------------------====================--------------------
| Flying |
--------------------====================--------------------====================
~~Treasure Trove Cove~~
Flying is learned in the second world at the top of a ship. Press A while
standing on a Flying Pad to take flight. While you move around, you will slowly
sink towards the ground. Holding the control stick down makes you go up, while
holding it up makes you go down Press A to go higher. This uses up a red
feather. You can only carry 50 feathers at a time (but later, 100), so it is
important to conserve your feathers. Flying allows you to reach areas otherwise
unaccesible.
====================--------------------====================--------------------
| Shock Jump |
--------------------====================--------------------====================
~~Treasure Trove Cove~~
The Shock Jump is learned in the second world on a cliff. Press and hold A
while standing on a Shock Jump Pad to leap high into the air. You can also use
the control stick to move forward in the air. The Shock Jump allows you to reach
high up areas, often leading to a Jiggy.
====================--------------------====================--------------------
| Wonderwing |
--------------------====================--------------------====================
~~Clanker's Cavern~~
The Wonderwing is learned in the third world inside Clanker. Hold the left or
right trigger and hold the right control stick right to activate the move. To
continue using the move, keep holding the trigger, releasing it stop the move.
While the move is in effect, you will be totally invincible, letting you
steamroll through enemies and go through dangerous terrain unharmed. However,
you lose Gold Feathers at a rapid rate. Once your supply is completely drained,
the Wonderwing can no longer be used. Gold Feathers are rare and valuable. At
first you can only carry 10, but later that total can be doubled to 20. Because
Gold Feathers are used up so quickly and are hard to find, it is important to
conserve them. Activate the move just before you make contact with the danger,
and end it as soon as you reach safety.
====================--------------------====================--------------------
| Wading Boots |
--------------------====================--------------------====================
~~Bubblegloop Swamp~~
Use of the Wading Boots is learned in the fourth world just near the entrance.
Put on a pair of the giant green boots to activate the move. This allows you to
cross dangerous terrain such as icy water, swampy water, or thorns unharmed. Be
careful, though, because the boots will disappear after a certain amount of
time. If that happens while you're still in the dangerous terrain, you will
start taking damage. Wading Boots are usually found very close to a dangerous
area you need to traverse. Don't waste any time once you put them on. Press X to
cancel the boots.
====================--------------------====================--------------------
| Beak Bomb |
--------------------====================--------------------====================
~~Freezeezy Peak~~
The Beak Bomb is learned in the fifth world near a stack of presents. While in
the air, press X and Kazooie will lunge forward in a powerful strike. This uses
a Red Feather. Fortunately, you don't need to use it very often. You should get
fairly close to your target before you Beak Bomb, as it can be hard to control
and aim. Also, be careful not to Beak Bomb into a wall, or you will lose a
honeycomb.
====================--------------------====================--------------------
| Running Shoes |
--------------------====================--------------------====================
~~Gobi's Valley~~
Use of the Running Shoes is learned in the sixth world on top of a narrow cliff.
This is the last move you'll need to learn in Banjo-Kazooie. Put on the pair of
white shoes with red lightning bolts and you will be able to move at super
speed. Don't waste time once you have the shoes on, as eventually they will
disappear. The Running Shoes are usually used to get into a temporarily opened
door within a time limit, or to give you the speed you need to complete a race
or challenge. Press X to cancel the shoes.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 5e | Enemy List | ENEMY |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
A list of the enemies found in the game, in order of appearance. Enemies will be
ranked in difficulty with a star system, with 1 star being the least difficult
and 5 stars being the most difficult. There are about 30 enemies, and all of
them are fairly stupid, merely charging at you and not being able to retreat or
dodge. Their difficulty depends more on their placement and numbers.
====================--------------------====================--------------------
| Topper |
--------------------====================--------------------====================
Difficulty : *
~~Spiral Mountain~~
Topper is a carrot that bounces around in a pathetic attempt to hurt you. Really
easy, just Rat-a-Tat-Rap him for an easy kill. Only appears in Spiral Mountain,
once you've learned the attack moves from Bottles. He is used as Claw Swipe
fodder during your training.
====================--------------------====================--------------------
| Bawl |
--------------------====================--------------------====================
Difficulty : *
~~Spiral Mountain~~
Bawl is an onion.. I think.. I don't know my vegetables very well. He is
extremely easy to defeat, requiring only a simple Rat-a-Tat-Rap. Only appears in
Spiral Mountain, once you've learned the attack moves from Bottles. He is used
as Roll fodder during your training.
====================--------------------====================--------------------
| Colliwobble |
--------------------====================--------------------====================
Difficulty : *
~~Spiral Mountain~~
Colliwobble is a flying piece of collyflower, and another easy kill. Rat-a-Tat-
Rap works best, as he flies in the air. Only appears in Spiral Mountain, once
you've learned the attack moves from Bottles. He is used as Roll fodder during
your training.
====================--------------------====================--------------------
| Quarrie |
--------------------====================--------------------====================
Difficulty : *
~~Spiral Mountain~~
If you can't beat this, good luck. Quarrie are the rocks around the molehill
where you learn the beak barge, which is also the move that destroys them. These
guys can't do a THING to you, all they do is stare...
====================--------------------====================--------------------
| Grublin |
--------------------====================--------------------====================
Difficulty : *
~~Mumbo's Mountain~~
Grublin is a purple demon thing, and there are several of them in Mumbo's
Mountain. A roll or Rat-a-Tat-Rap will easily take it out, offering a honeycomb.
There are a few at the entrance, and a couple at the top of the mountain.
====================--------------------====================--------------------
| Bigbutt |
--------------------====================--------------------====================
Difficulty : **
~~Gruntilda's Lair~~
~~Mumbo's Mountain~~
~~Click Clock Wood~~
Bigbutt is a large blue bull, and he cannot be defeat, even with the Wonderwing.
Even though he is indestructable, he's fairly easy to avoid and should not cause
you any trouble so long as you keep moving. There are only three in the entire
game. You can temporarily stun it with a couple attacks.
====================--------------------====================--------------------
| Conga |
--------------------====================--------------------====================
Difficulty : ***
~~Mumbo's Mountain~~
Conga is a giant humanoid gorilla who resides on top of a tree. He throws
oranges at you, and you must have to force him to throw the oranges at the
Orange Switches. You might get hurt, as you have to stand still for a second.
To defeat him, you must spit eggs at him and avoid his orange throws.
====================--------------------====================--------------------
| Ticker |
--------------------====================--------------------====================
Difficulty : *
~~Gruntilda's Lair~~
~~Mumbo's Mountain~~
Ticker is a giant termite. Rat-a-Tat-Rap is a might miss it, as it is short.
Therefore, a Roll works best against a Ticker.
====================--------------------====================--------------------
| Gruntling |
--------------------====================--------------------====================
Difficulty : */**
~~Gruntilda's Lair~~
Gruntlings come in three forms, red, blue, and black. The red ones are the
easiest, requiring a roll. The blue ones require a Rat-a-Tat-Rap or two rolls.
The black ones require three rolls or two Rat-a-Tat-Raps. Gruntlings are
scattered throughout the lair, but should never pose a problem.
====================--------------------====================--------------------
| Snacker |
--------------------====================--------------------====================
Difficulty : ***
~~Treasure Trove Cove~~
~~Rusty Bucket Bay~~
Snacker is a shark that patrols the waters of Treasure Trove Cove. You can kill
him, but is rather pointless as he comes back. You will have to dive into the
water for a few items, and it can be tricky to avoid Snacker, as you are not
faster than him. If you keep jumping and going forward though, you shouldn't get
hit.
====================--------------------====================--------------------
| Snippet |
--------------------====================--------------------====================
Difficulty : *
~~Gruntilda's Lair~~
~~Treasure Trove Cove~~
~~Clanker's Cavern~~
A crab that tries to snip his claws at you. Easy to kill. Beak Buster is optimal
as it will yield two honeycombs.
====================--------------------====================--------------------
| Nipper |
--------------------====================--------------------====================
Difficulty : ****
~~Treasure Trove Cove~~
Nipper is a gigantic hermit crab who swipes his claws at you. It is a little
tricky to defeat him, as it requires precise timing, but still is not too
difficult. During the second he leaves his face exposed, you must Rat-a-Tat-Rap.
Once this is done three times, he will retreat into his shell, letting you
enter.
====================--------------------====================--------------------
| Yum-Yum |
--------------------====================--------------------====================
Difficulty : **
~~Treasure Trove Cove~~
Yum-yums are clams that hop around. Dont try to roll them, only a Rat-a-Tat-Rap
works. Rolls and claw swipes will let the Yum-Yum steal your eggs and feathers.
It can be tricky to deal with if you misaim.
====================--------------------====================--------------------
| Lockup |
--------------------====================--------------------====================
Difficulty : ***
~~Treasure Trove Cove~~
Lockups are the man-eating treasure chests around the cove. They can't be
defeated, but their teeth guard treasures. Stand a little bit away from them,
then backflip into them when they open up for prizes. Wait again to get out.
====================--------------------====================--------------------
| Shrapnel |
--------------------====================--------------------====================
Difficulty : **
~~Gruntilda's Lair~~
~~Treasure Trove Cove~~
A bomb that lurks in the water. If you get close to it, it will chase after you
and explode, dealing two honeycombs of damage. Sometimes you have to grab items
underneath it, but it is fairly easy to manuever Banjo away from the Shrapnel.
====================--------------------====================--------------------
| Grille Chompa |
--------------------====================--------------------====================
Difficulty : **
~~Gruntilda's Lair~~
~~Clanker's Cavern~~
~~Rusty Bucket Bay~~
Grille Chompas first appear as grilles in the wall. When you go near, you hear a
roaring sound, and the green slugs pop out. They take two honeycombs away and
only drop one. Rat-a-tat-rap is extremely effective, since they impede your path
as you head along a ledge.
====================--------------------====================--------------------
| Mutie-Snippet |
--------------------====================--------------------====================
Difficulty : *
~~Clanker's Cavern~~
Mutie-Snippets are like regular Snippets, but disfigured and green. There's a
pack of them in a Clanker's Cavern room and no where else, and you have to kill
them all for a Jiggy.
====================--------------------====================--------------------
| Whiplash |
--------------------====================--------------------====================
Difficulty : **
~~Clanker's Cavern~~
Whiplashes are pinkish tentacles that stick out of Clanker's insides. They are
underwater and flail around, but cannont move. If you make contact with them,
you lose health. You cannot defeat them, so simply swim around them. It's not
hard.
====================--------------------====================--------------------
| Chump |
--------------------====================--------------------====================
Difficulty : *
~~Gruntilda's Lair~~
~~Rusty Bucket Bay~~
There are only a couple of these guys in the whole game. They are big fish with
even bigger teeth. You don't even have to go in the water one of them is in, and
the other one is extremely simple to avoid.
====================--------------------====================--------------------
| Flibbit |
--------------------====================--------------------====================
Difficulty : **
~~Bubblegloop Swamp~~
Flibbits are red frogs that jump around Bubblegloop Swamp. They hop, so rat-a-
tat-raps work best on them. Sometimes you miss though, and that will usually
cost you a honeycomb. Overall, they're not hard to deal with unless a few of
them flank you. Oh yeah, in Bubblegloop Swamp, I spelt the name flibbet, so just
ignore that.
====================--------------------====================--------------------
| Buzzbomb |
--------------------====================--------------------====================
Difficulty : **
~~Gruntilda's Lair~~
~~Bubblegloop Swamp~~
~~Click Clock Wood~~
Buzzbombs are basically yellow dragonflies. Since they're airborn, rat-a-tat-
raps are most efficient. If you miss, you might lose a honeycomb, but they're
usually not found in groups, so Buzzbombs are no danger unless they're placed in
an area where it could knock you off a ledge...
====================--------------------====================--------------------
| Mr. Vile |
--------------------====================--------------------====================
Difficulty : *****
~~Bubblegloop Swamp~~
The stars are really a representation of the mini-game this red crocodile makes
you play for a Jiggy. In the first round you have to eat more red yumblies than
him. In the second, you must eat more red yumblies than him and avoid yellow
grumblies, which slow you down should you eat them. In the last round, you have
to eat whatever color is shown at the top of the screen. He's a monster and can
eat the things quickly. A tie gives Mr. Vile a victory. Worst of all, if you
lose, he bites you, taking away TWO honeycombs.
====================--------------------====================--------------------
| Sir Slush |
--------------------====================--------------------====================
Difficiulty : ***
~~Freezeezy Peak~~
~~Click Clock Wood~~
Sir Slush is an evil snowman that throws snowballs at you. He actually knows how
to lead you, but does it poorly, as the shot usually lands to the left or right
of you. Anyways, these guys ARE annoying if in groups, and they pretty much
always are. To defeat them, you need to beak bomb the red X on their hat. This
isn't too hard, but sometimes you misaim and lose health.
====================--------------------====================--------------------
| Twinkly Muncher |
--------------------====================--------------------====================
Difficulty : **
~~Freezeezy Peak~~
Once again, the stars represent the difficulty of the mini-game. You have, I
think, 100 seconds to allow 10 twinklies to pass the bridge to the tree. However
, these guys pop out of the ground and try to eat the poor little twinklies,
which are lights by the way. If you rat-a-tat-rap them in order, 1, 2, 3, 1, 2,
3, the game is incredibly easy.
====================--------------------====================--------------------
| Chinker |
--------------------====================--------------------====================
Difficulty : **
~~Freezeezy Peak~~
~~Click Clock Wood~~
The Chinker is a giant ice cube. Attack it and it splits into two smaller ice
cubes. A really cool and fun way to beat it is to kill the giant one, then
backflip while between the two small ones, then beak bust. They'll overlap
underneath you, giving you a perfect shot plus two honeycombs.
====================--------------------====================--------------------
| Bees |
--------------------====================--------------------====================
Difficulty : **
~~Gruntilda's Lair~~
~~Gobi's Valley~~
~~Mad Monster Mansion~~
~~Rusty Bucket Bay~~
~~Click Clock Wood~~
The bees are found guarding beehives from Gobi's Valley onward. You can kill
them with gold feathers, but that is usually a waste. If you shoot the beehive
with an egg and switch to talon trot, getting the honeycombs should be no
problem. Also, in Click Clock Wood, bees are found just swarming around in
summer, not just guarding beehives. You can outrun them in talon trot, and they
have limited range, so they shouldn't be a big deal either.
====================--------------------====================--------------------
| Slappa |
--------------------====================--------------------====================
Difficulty : **
~~Gobi's Valley~~
Slappas are undead hands wrapped in cloth. They pop from the ground out of
nowhere, so keep your eyes peeled. If they sneek up on you, they might cause
some minimal damage. Two rat-a-tat-raps will kill it, as long as you destroy it
before it slaps (that is collapses onto the ground).
====================--------------------====================--------------------
| Scabby |
--------------------====================--------------------====================
Difficulty : *
~~Gruntilda's Lair~~
~~Gobi's Valley~~
This little sucker is pretty much a desert counterpart to the Buzzbomb. Likewise
, the strategy is the same. Just rat-a-tat-rap. It's almost impossible to miss
this thing since it's so huge.
====================--------------------====================--------------------
| Mum-Mum |
--------------------====================--------------------====================
Difficulty : **
~~Gruntilda's Lair~~
~~Gobi's Valley~~
Mum-Mums are live mummies. They often come in packs, and can only be destroyed
with a gold feather. You can stun them for a bit, but thats pretty much
pointless since they come back in a few seconds anyways. Just avoid them,
they're quite slow.
====================--------------------====================--------------------
| Nibbly |
--------------------====================--------------------====================
Difficulty : **
~~Mad Monster Mansion~~
Nibblies are very small bats that hang still until you get close. They sometimes
surprise you like that, and their small size makes them hard to target, but it's
nothing you can't handle... I hope.
====================--------------------====================--------------------
| Limbo |
--------------------====================--------------------====================
Difficulty : **
~~Mad Monster Mansion~~
A skeleton that can only be defeated with gold feathers, or else it is merely
stunned for a while. Just avoid it, there's no point in wasting gold feathers.
====================--------------------====================--------------------
| Portrait Chompa |
--------------------====================--------------------====================
Difficulty : **
~~Mad Monster Mansion~~
An undead version of the Grille Chompa. For that reason, it can only be defeated
by gold feathers. Usually, you can just wait for it to come out, then snag
whatever collectibles are in front of it, so save your feathers.
====================--------------------====================--------------------
| Tee-Hee |
--------------------====================--------------------====================
Difficulty : **
~~Mad Monster Mansion~~
A green ghost. There's also a purple Tee-Hee, but that guy comes back to life
and there's only one, in a shed. Unlike the other undead enemies, you should use
your gold feathers on these, as they are placed in areas where you have to stop
to do things, and can't be taking hits from bad guys.
====================--------------------====================--------------------
| Ripper |
--------------------====================--------------------====================
Difficulty : *
~~Gruntilda's Lair~~
~~Mad Monster Mansion~~
Rippers are killer gravestones. They try to surprise you by appearing as normal
gravestones until you approach them. They're tough, but nothing two rat-a-tat-
raps can't handle.
====================--------------------====================--------------------
| Whipcrack |
--------------------====================--------------------====================
Difficulty : *
~~Gruntilda's Lair~~
~~Mad Monster Mansion~~
~~Click Clock Wood~~
Whipcracks are like Whiplashes, except they look a little different. You can use
goldfeathers to kill them if they're on the land, but underwater, you can't do
anything about them.
====================--------------------====================--------------------
| Flotsam |
--------------------====================--------------------====================
Difficulty : *
~~Rusty Bucket Bay~~
Flotsams are killer life tubes that hang around the ship in Rusty Bucket Bay.
Rat-a-tat-raps are most effective, and will easily take down any flotsam
blocking your path.
====================--------------------====================--------------------
| Boom Box |
--------------------====================--------------------====================
Difficulty : ***
~~Rusty Bucket Bay~~
The Boom Box is a TNT box with a face that hops around when you get close to it.
If you don't get away, it will explode and cause damage. Get on a ledge and you
should be safe. You can kill it with three eggs, but usually that's a waste of
time.
====================--------------------====================--------------------
| Grimlet |
--------------------====================--------------------====================
Difficulty : **
~~Rusty Bucket Bay~~
Grimlets are pipes lined with teeth. Their faces don't show up until you
approach them. Stay away from them, because their range is pretty far and they
attack with lightning speed.
====================--------------------====================--------------------
| Seaman Grublin |
--------------------====================--------------------====================
Difficulty : *
~~Rusty Bucket Bay~~
The Seaman Grublin is a green, ugly creature wearing a sailor uniform. They are
plentiful in Rusty Bucket Bay and come in packs. Rat-a-tat-raps will destroy a
Seaman Grublin in one hit.
====================--------------------====================--------------------
| Boss Boom Box |
--------------------====================--------------------====================
Difficulty : *
~~Rusty Bucket Bay~~
A giant Boom Box that you have to fight for a Jiggy. It splits into double the
amount of smaller boxes over and over, but it doesn't explode. You can literally
do this with your eyes closed if you use gold feathers. Otherwise, it's a messy
job that will take forever.
====================--------------------====================--------------------
| Snarebear |
--------------------====================--------------------====================
Difficulty : *
~~Click Clock Wood~~
The Snarebear is a slightly less cuddly version of the carebear. Aw, hell, it's
not even remotely cuddly. It is, however, really easy to get past. You can't
kill these man-eating plants, but you can get the prizes they have with a gold
feather. The only threat is that of you screwing up the wondewing, which WILL
NOT HAPPEN WILL IT?
====================--------------------====================--------------------
| Big Clucker |
--------------------====================--------------------====================
Difficulty : **/****
~~Click Clock Wood~~
The Big Clucker is just like the Chompa, except it's a bird that comes out of
holes in the giant tree in Click Clock Wood. These guy scan be really tough if
placed well. For example, in one area, they are placed on tiny ledges, and take
up the whole ledge. If you don't time your rat-a-tat-rap correctly, you will
fall to the bottom of the tree. Just rat-a-tat-rap these guys for maximum
effectiveness.
====================--------------------====================--------------------
| Zubba |
--------------------====================--------------------====================
Difficulty : ***
~~Click Clock Wood~~
The Zubbas are the bees that inhabit the hive in Click Clock Wood. In summer,
you have to fight a swarm of them for a Jiggy. This is not even remotely
challenging if you use the wonderwing. The idiot bees will charge straight into
your indestructable force field and die on the spot. Otherwise, this could be a
bit more difficult.
====================--------------------====================--------------------
| Grublinhood |
--------------------====================--------------------====================
Difficulty : *
~~Click Clock Wood~~
The Grublinhood steals from the poor and gives to the rich. He's an ugly version
of Robin Hood. A rat-a-tat-rap will end his days.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 5f | Character List | CHARA |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
This section will list the characters of the game. A character is defined as any
named creature who does not attack you and who cannot be hurt or killed by you.
There are some exceptions.
====================--------------------====================--------------------
| Banjo |
--------------------====================--------------------====================
You play as Banjo, the loveable honeybear. He likes to relax, but has no choice
but to go out on an adventure to save his sister. Banjo wears yellow shorts and
a blue black pack, as well as a necklace.
====================--------------------====================--------------------
| Kazooie |
--------------------====================--------------------====================
Kazooie is the wise guy, smart-mouthed bird companion of Banjo. She is a "red-
crested breegull" and resides within Banjo's backpack. Unlike her friend,
Kazooie enjoys adventuring.
====================--------------------====================--------------------
| Tooty |
--------------------====================--------------------====================
Banjo's carefree younger sister. She is kidnapped by Gruntilda the witch.
====================--------------------====================--------------------
| Bottles |
--------------------====================--------------------====================
Bottles the mole, friend of Banjo and Kazooie, is the one to alert them to
Tooty's kidnapping, and teaches Banjo and Kazooie all their spectacular moves
throughout the game.
====================--------------------====================--------------------
| Mumbo Jumbo |
--------------------====================--------------------====================
Mumbo Jumbo is a skull-faced shaman who transforms you into various creatures
throughout the game. Time for a handy little chart:
Small means the animal can fit through small holes.
+---------------------+----------------+--------------------------------------+
| World | Transformation | Properties |
+---------------------+----------------+--------------------------------------+
| Mumbo's Mountain | Termite | Climbs steep slopes |
+---------------------+----------------+--------------------------------------+
| Bubblegloop Swamp | Alligator | Can attack, survives swamp, small |
+---------------------+----------------+--------------------------------------+
| Freezeezy Peak | Walrus | Survives icy water, befriends walrus |
+---------------------+----------------+--------------------------------------+
| Mad Monster Mansion | Pumpkin | Survives brambles, small |
+---------------------+----------------+--------------------------------------+
| Click Clock Wood | Bee | Can fly, survives Snarebares |
+---------------------+----------------+--------------------------------------+
None of the transformations are hurt by falling.
====================--------------------====================--------------------
| Gruntilda |
--------------------====================--------------------====================
Gruntilda the rhyming witch has kidnapped Tooty in an attempt to transfer her
youth and beauty to herself. She forces Banjo and Kazooie to go off in an
adventure through her lair to save Tooty.
====================--------------------====================--------------------
| Klungo |
--------------------====================--------------------====================
Klungo is a giant green monster and Gruntilda's dim-witted assistant. He handles
simple tasks like operating machinery.
====================--------------------====================--------------------
| Brentilda |
--------------------====================--------------------====================
Brentilda is Grunty's nicer sister. She is found several times throughout the
lair. Whenever you find her, she'll tell you three facts about Grunty's
personal life, which you'll need to know for Grunty's game, the Furnace Fun, at
the end of the game.
====================--------------------====================--------------------
| Jinjo |
--------------------====================--------------------====================
The Jinjos are tiny little creatures. There are five in each world, one blue,
one yellow, one orange, one purple, and one green. When you rescue all five, you
get a Jiggy.
====================--------------------====================--------------------
| Chimpy |
--------------------====================--------------------====================
Chimpy is a chimpanzee resembling Diddy Kong who is found in Mumbo's Mountain on
a stump. Once you feed him an orange you steal from Conga, he'll give you a
Jiggy and raise the stump, allowing you to reach a ledge.
====================--------------------====================--------------------
| Ju-Ju |
--------------------====================--------------------====================
Ju-ju is Mumbo's talking totem pole. Its segments have mouths that you must feed
eggs. Also, you can backflip from the last segment (they disappear as you feed
them) for a Hollow Honeycomb. The segments get faster as you go on. When they're
all fed, you get a Jiggy.
====================--------------------====================--------------------
| Captain Blubber |
--------------------====================--------------------====================
Captain Blubber the.. hippo, I think, has lost his treasure. One piece is in the
ship, below the trapdoor. The other piece is also in the ship, but you have to
go through an underwater door. Once you return the treasure, Blubber will give
you a Jiggy.
====================--------------------====================--------------------
| Leaky |
--------------------====================--------------------====================
Leaky is a bucket who has holes. You can patch him up by backspitting three
eggs. Then he'll empty the water for you, allowing you to access the sandcastle.
This is where all the games codes are entered. First you'll need to complete a
puzzle, which nets you a Jiggy.
====================--------------------====================--------------------
| Little Lockup |
--------------------====================--------------------====================
Little Lockup is a tiny treasure chest that bounces around an island. You first
have to fly around Treasure Trove Cove and stomp all the red X's. They will
point in which direction to fly, but the last one will turn into a question
mark. Just below the question mark is an island where the last X is. Open the
Little Lockup with an egg for a Jiggy.
====================--------------------====================--------------------
| Clanker |
--------------------====================--------------------====================
Clanker is a giant mechanical shark, and also Grunty's garbage grinder. He is
found in the third world, Clanker's Cavern. Most of the Jiggies are found inside
him or at least require him to be raised, which you have to do before you can go
inside him.
====================--------------------====================--------------------
| Gloop |
--------------------====================--------------------====================
In the area under Clanker with the big key you can swim through three times to
free the garbage grinder, you'll find Gloop the fish. He spits out bubbles which
you can touch to restore two honeycombs of oxygen.
====================--------------------====================--------------------
| Croctus |
--------------------====================--------------------====================
These guys are the yellow alligators that open and close their mouth. You have
to feed all of them eggs, but only one appears at a time. When you feed it, it
disappears and another appears somewhere else. The first is near the start, the
second is in an alcove along the path to get the first Jiggy switch Jiggy, the
third is at the top of the hut pillars, the fourth is behind the giant crocodile
, and the fifth is near Tanktup. When they're all fed, you get a Jiggy.
====================--------------------====================--------------------
| Tanktup |
--------------------====================--------------------====================
Tanktup is a giant turtle who's feet are numb and cold. He lives in Bubblegloop
Swamp. If you beak bust his feet, they'll go in his body and he'll be warm
again. As thanks, he'll let you go inside of him and give you a Jiggy. What a
cool dude.
====================--------------------====================--------------------
| Tiptup |
--------------------====================--------------------====================
Tiptup is inside Tanktup, and he's a turtle as well. He runs the Tiptup Choir,
and makes you play his lessons. You have to beak bust the turtles in the choir
in the same order each lesson, and the lessons get harder. You lose a honeycomb
if you mess up, but you need to do all three lessons for a Jiggy. Behind his
desk is a Mumbo Token, and above it is a Hollow Honeycomb.
====================--------------------====================--------------------
| Tiptup Choir |
--------------------====================--------------------====================
The tiptup choir are Tiptup's students, and they make noises in a certain order
(they're backs are colored differently). You have to complete three lessons of
noises, each lesson being longer than the first. If you mess up, you lose a
honeycomb. When you complete the third lesson, you get a Jiggy.
====================--------------------====================--------------------
| Mr. Vile |
--------------------====================--------------------====================
Mr. Vile is a red crocodile who lives inside the giant crocodile in Bubblegloop
Swamp. Once you transform into an alligator, you can enter the crocodile and
play Mr. Vile's mini-game. In the first round, you have to eat more red yumblies
than him. In the second, you have to eat more red yumblies and avoid yellow
grumblies. In the final round, you have to eat whatever is displayed at the top
of the screen. The mini-game is tough, but it's a little easier if you wait for
the Running Shoes. Once you beat him, you get a Jiggy.
====================--------------------====================--------------------
| Boggy |
--------------------====================--------------------====================
Boggy is the polar bear you meet near the start of Freezeezy Peak. He lives in
the igloo at the very start of the level. He has three Jiggies. When you land on
him with the sled, he spits out the first. The last two are won by beating him
in racing, the first when you're a walrus and the second when you're Banjo and
Kazooie, but you'll need the Running Shoes for that.
====================--------------------====================--------------------
| Moggy |
--------------------====================--------------------====================
Moggy is one of Boggy's kids. He is upset that his father didn't return with his
present. When you find and return all three kids' presents, you get a Jiggy.
====================--------------------====================--------------------
| Soggy |
--------------------====================--------------------====================
Soggy is one of Boggy's kids. She is upset that her father didn't return with
her present. When you find and return all three kids' presents, you get a Jiggy.
====================--------------------====================--------------------
| Groggy |
--------------------====================--------------------====================
Groggy is one of Boggy's kids. He is upset that his father didn't return with
his present. When you find and return all three kids' presents, you get a Jiggy.
====================--------------------====================--------------------
| Twinklies |
--------------------====================--------------------====================
Twinklies are Christmas tree lights found in Freezeezy Peak. Beak bust the
present box their in open to play a mini-game. Rat-a-tat-rap the Twinklie
Munchers so 10 Twinklies can cross to the tree in 100 seconds. It's extremely
easy if you just keep killing the munchers in order, 1, 2, 3, 1, 2, 3. Once 100
twinklies are across, instead of giving you a Jiggy, they give you a switch in
the back of the tree. Shoot the eggs with three eggs to make the lights go on
TEMPORARILY. Rush to the Flying Pad and fly through the star at the top of the
tree three times. This makes a glass casing a Jiggy INSIDE the top of the tree
explode! Damnit. You have to climb the trunk from the inside to get the Jiggy.
====================--------------------====================--------------------
| Wozza |
--------------------====================--------------------====================
Wozza is a walrus who is afraid of Banjo in Freezeezy Peak. When you transform
into a walrus, he will give you a Jiggy. You can go in his cave to get a Hollow
Honeycomb in the icy water. You'll also have to go in as Banjo and Kazooie to
get the orange Jinjo.
====================--------------------====================--------------------
| Trunker |
--------------------====================--------------------====================
Trunker is a carrot-like tree thing at the start of Gobi's Valley. He is
dehydrated. Once you free Gobi, you'll be able to stomp him to make him spit his
water on Trunker, who will give you a Jiggy.
====================--------------------====================--------------------
| Jinxy |
--------------------====================--------------------====================
Jinxy is the sphinx near the start of Gobi's Valley. He has a Flying Pad on his
back and a Mumbo Token on his nose, which is stuffed. You can unclog his nose by
shooting one egg into each nostril (wtf). This will make him open himself up,
where you can get a Jiggy atop some magic carpets, as well as the orange Jinjo.
====================--------------------====================--------------------
| The Ancient Ones |
--------------------====================--------------------====================
The ancient ones are a bunch of rings that pop out of the ground in Gobi's
Valley. You have to fly through them all (one goes down when you fly through it
and another goes up somewhere else) to get a Jiggy, although they try to be
smart and tell you that it will defeat the witch. Sure it will.
====================--------------------====================--------------------
| Rubee |
--------------------====================--------------------====================
Rubee is a snake charmer who lives in a pyramid with his snake, Histup, in
Gobi's Valley. If you shoot a eggs into the basket circling the snake (which
gets faster everytime it gets an egg), Hisstup will lift you to a Jiggy.
====================--------------------====================--------------------
| Histup |
--------------------====================--------------------====================
Histup is Rubee's snake who will lift you to a Jiggy if you shoot a few eggs
into the basket circling him.
====================--------------------====================--------------------
| Grabba |
--------------------====================--------------------====================
Grabba's got a Jiggy, ner ner, WTF where did it go? Grabba is like a Slappa,
except he's not a real enemy. If you use the Running Shoes, you can grab his
Jiggy before he goes back underground. He lives near the back of Gobi's Valley.
====================--------------------====================--------------------
| Gobi |
--------------------====================--------------------====================
Gobi is a camel trapped near the back of Gobi's Valley. If you beak bust the
rock trapping him, he'll give you a Jiggy and run off to near Trunker. Beak bust
his hump to make him spit his water all over Trunker. Then he runs to near a
door with notes in front of it. Beak bust his hump again for a Hollow Honeycomb,
then he'll run to Click Clock Wood. Beak bust his hump in summer and fall to
make him spit his water over the flower, making it grow and produce a Jiggy. He
then goes to the lava world. Don't think you're done pissing him off yet..
====================--------------------====================--------------------
| King Sandybutt |
--------------------====================--------------------====================
You never actually see King Sandybutt. The pyramid you raise by shooting eggs
into the sphinx heads moving on the sides of the pillar in the middle belongs to
King Sandybutt. When you enter, you have to navigate a maze in 60 seconds, or
the walls close and kill you instantly. The Witch Switch is also in here, but
not along the path to the exit. At the end of the maze you'll get a Jiggy in a
coffin as well as the purple Jinjo.
====================--------------------====================--------------------
| Cheato |
--------------------====================--------------------====================
Cheato, Grunty's missing spellbook, appears in three locations. The first is
through a hole up a slope near the Freezeezy Peak puzzle. Only the alligator can
get through the hole, but Banjo and Kazooie have to break the ice blocking it
off first. He will give you the cheat BLUEEGGS, which you can enter in Treasure
Trove Cove to increase your egg maximum to 200. The next Cheato is in the lava
room, past the Mad Monster Mansion cave. You have to go through the thin,
winding path to get to a tiny hole that only the pumpkin can go through to find
Cheato, who gives you the cheat REDFEATHERS, which increases your red feather
maximum to 100. The final Cheato is near Rusty Bucket Bay. First, in the room
with the 640 note door, you have to bust open a grate in an alcove where the
Rusty Bucket Bay Witch Switch Jiggy appears. Head through the pipe to find a
water level switch. Beak bust it to raise the water level to 3 temporarily, then
swim to the Rusty Bucket Bay room. Jump into the alcove that you an access now
and follow the stairs to find Cheato, who gives you the cheat GOLDFEATHERS. That
will increase your gold feather maximum to 20.
====================--------------------====================--------------------
| Loggo |
--------------------====================--------------------====================
Loggo is the toilet of Mad Monster Mansion's bathroom. When you transform into a
pumpkin, he will flush you down, letting you get a Jiggy.
====================--------------------====================--------------------
| Napper |
--------------------====================--------------------====================
Napper is a green ghost who lives in the dining room of Mad Monster Mansion. You
have to go to the top and fall through the fireplace. If you touch the floor,
Napper will wake up and you won't be able to get his Jiggy. Instead, you have to
jump across the chairs and get the Jiggy.
====================--------------------====================--------------------
| Tumblar |
--------------------====================--------------------====================
Tumblar is found in the shed in Mad Monster Mansion. Solve the puzzle by
spelling out BANJO KAZOOIE on the floor (you have to avoid the purple ghost
going around the room and the witch squares) to get a Jiggy.
====================--------------------====================--------------------
| Motzhand |
--------------------====================--------------------====================
Motzhand is a ghostly hand who plays an organ in the church of Mad Monster
Mansion. Follow him along the keys in two pieces by beak busting the keys to get
a Jiggy.
====================--------------------====================--------------------
| Gnawty |
--------------------====================--------------------====================
Gnawty is a beaver in Click Clock Wood. There's a boulder blocking his house in
spring. In summer, you can beak bust the boulder to destroy it. However, you
can't head up the slope until there's water in the lake again in fall. In fall,
Gnawty will give you a Jiggy. Also, in winter, you can swim into Gnawty's house
(you have to swim through icy water that takes oxygen twice as fast underwater)
to get a Hollow Honeycomb.
====================--------------------====================--------------------
| Nabnut |
--------------------====================--------------------====================
Nabnut is a squirrel found in Click Clock Wood near the house and bridge area.
In spring, he is eating his acorns, and in summer, he's so fat he can't move.
In fall, you'll have to round up six of his acorns (one is above a pit you can
fall through, one is below the acorn above the pit, one is above the circle
walkway that forms the pit, another is on Nabnut's shelf, one more is in a mini-
lake inside the tree, and a final one is on a steep unfinished walkway) to get a
Jiggy.
====================--------------------====================--------------------
| Eyrie |
--------------------====================--------------------====================
Eyrie is an eagle found near the top of the tree in Click Clock Wood. In spring,
you hatch him from his egg. In summer, you collect and feed him five
caterpillars. In fall, you feed him 10 caterpillars. In winter, he's a fully-
grown eagle and FINALLY gives you the Jiggy you deserve.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 5g | Mumbo Token Guide | TOKENS |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
A list of where the Mumbo Tokens are.
====================--------------------====================--------------------
| Gruntilda's Lair |
--------------------====================--------------------====================
1. Behind the first purple cauldron.
2. On top of the pipe that leads to the red cauldron.
4. Behind the sphinx coffin in the room with the gold urn.
5. In one of the alcoves above the Freezeezy Peak entrance.
6. Go through the blue egg path into a doorway along the ledge leading to the
Jigsaw podium Switch near Click Clock Wood to find the token.
7. In the left corner in the front of the room hidden behind trees in the room
with the Click Clock Wood puzzle.
====================--------------------====================--------------------
| Mumbo's Mountain |
--------------------====================--------------------====================
1. Behind the pillar where the purple Jinjo is.
2. On a ledge near the Witch Switch.
3. Behind one of the stone slabs holding up the path near the talon trot.
4. Under the bridge leading to Mumbo's hut.
5. On the second ledge in the termite nest.
====================--------------------====================--------------------
| Treasure Trove Cove |
--------------------====================--------------------====================
1. Behind Nipper's shell.
2. Directly above the Shock Jump Pad past the one by to the molehill.
3. At the top of the pole starting from Blubber's ship deck, under the platform.
4. Inside Blubber's ship, the part entered through a trapdoor.
5. Behind the breakable door of the lighthouse.
6. Inside a chest near one of the ladders
7. Inside a chest near one of the ladders
8. Behind the pillar where you stomp a red X to reveal a question mark.
9. In the water, below the giant arch on a crate.
====================--------------------====================--------------------
| Clanker's Cavern |
--------------------====================--------------------====================
1. Above the entrance.
2. In Clanker's left tooth once you fix it with eggs.
3. On a ledge, guarded by a Chompa. You need to use Clanker's tail to reach it.
4. On Clanker's right side, there's an orange pipe underwater with a token.
5. From the Shock Jump Pad guarded by a Chompa (you need to use Clanker's fin),
shock jump to the pole on the right. Climb up to an alcove with the token.
====================--------------------====================--------------------
| Bubblegloop Swamp |
--------------------====================--------------------====================
1. In the swampy water behind the pillar with the Jinjo. Use the Wading Boots.
2. On top of the pole near the giant egg.
3. In one of the alcoves along the thin path to the Jiggy switch Jiggy.
4. At the top of the huts, shock jump to the left to the croctus. In the air is
the token.
5. Behind Tiptup.
6. Behind Mumbo's hut.
7. Behind Mumbo's chair.
8. Inside the giant crocodile.
9. Below one of the pillars holding up the huts.
10. Below one of the pillars holding up the huts.
====================--------------------====================--------------------
| Freezeezy Peak |
--------------------====================--------------------====================
1. Behind the desk in the igloo.
2. Behind the Christmas tree, in the pot.
3. Under one of the snowmen. You have to kill it first.
4. Under one of the snowmen. You have to kill ti first.
5. By the giant snowman's foot.
6. By the giant snowman's foot.
7. Under the start of the scarf in the freezing water.
8. Use the sled (you'll automatically get the Mumbo Token).
9. Directly above the Flying Pad on the chimney of a house.
====================--------------------====================--------------------
| Gobi's Valley |
--------------------====================--------------------====================
1. On Jinxy's nose.
2. In the back of the room inside Jinxy.
3. In the quicksand behind Jinxy. Use the Wading Boots.
4. Inside the pyramid where you meet Rubee.
5. On top of the water in the pyramid you need the Running Shoes to get into.
Get the token before you drain the water.
6. Inside the matching game pyramid.
7. At the bottom of the lake you fill up.
8. On top of King Sandybutt's tomb.
9. In one of the pots at the end of the maze.
10. At the exit to the maze.
====================--------------------====================--------------------
| Mad Monster Mansion |
--------------------====================--------------------====================
1. Inside the sink in the bathroom.
2. In front of the picture of the ghosts in the room with the yellow Jinjo.
3. In the fireplace in Napper's room. Use the wonderwing.
4. Inside a barrel in the wine cellar.
5. Behind a gravestone in the church area.
6. At the entrance to the very top of the clocktower.
7. In the maze.
8. In the maze.
9. Left of the entrance to the shed area, in a hidden corner.
10. On top of the shed.
11. Left of the entrance to the fountain, in a hidden corner.
12. On top of the chair by the organ.
13. On the beams supporting the church's roof.
14. In the well.
====================--------------------====================--------------------
| Rusty Bucket Bay |
--------------------====================--------------------====================
1. In the pipe at the very start of the boat.
2. On top of one of the smokestacks.
3. On a spinning bridge in the mechanical room.
4. Above a cog in the mechanical room.
5. Above a cog in the mechanical room.
6. On a barrel in the toxic waste dump.
7. Above the toll 2 bridge. You'll need to spit an extra four eggs to extend
the bridge to the token.
8. In the left blue box.
9. In the middle blue box.
10. In the control room.
11. In the lifeboat hanging off the edge of the back of the boat.
====================--------------------====================--------------------
| Click Clock Wood |
--------------------====================--------------------====================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spring
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. In the man-eating flower right of the start.
2. On the ledge left of the end of the lake, guarded by a flower.
3. In a small corner in the bramble area by Mumbo's hut.
4. On a huge branch.
5. At the Zubba's nest entrance.
6. At the house being built.
7. On top of Nabnut's wardrobe.
8. In Eyrie's nest (he's still an giant egg in spring).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Summer
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. At the entrance to Gnawty's house.
2. In the right corner when you are leaving the giant flower patch and going to
Mumbo's hut.
3. On the planks on top of the inside of Mumbo's skull.
4. On one of the giant leaves (the leaves form a shortcut to the house).
5. On the giant branch.
6. On the ledges with the birds (with gaps in between).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fall
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Right of the entrance in a man-eating plant.
2. On one of the big leaves that form a shortcut to the house.
3. On the giant branch.
4. On a leaf near the house.
5. In the man-eating plant at the top of the tree, by a door.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Winter
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Under the snowman between the giant flower and Mumbo's skull. You have to
kill the snowman.
2. In the giant flower.
3. In the remains of the Zubba's nest.
4. On one of the ramps near Nabnut's house.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 5h | Cheat Codes | CHEATS |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
All of these cheat codes start with CHEAT. You'll hear a moo sound when you put
in the letters of the word CHEAT, but no sound after until you complete the
overly, unnecesarrily long code in question. All codes are entered on the
Treasure Trove Cove sandcastle floor. USE MORE THAN TWO OF THESE, AND YOU'RE
GAME FILE WILL BE ERASED. NO JOKE! I guess it doesn't matter though, since
entering one of these codes only takes a few hours.
CHEATANENERGYBARTOGETYOUFAR
CHEAT AN ENERGY BAR TO GET YOU FAR
This will give you eight honeycombs. HOWEVER!!!, if you use this when you
already have sixteen, you'll be brought back down to eight.
CHEATGIVETHEBEARLOTSOFAIR
CHEAT GIVE THE BEAR LOTS OF AIR
Infinite air. This is one of the most useful codes, especially for Rusty Bucket
Bay and Clanker's Cavern.
CHEATBANJOBEGSFORPLENTYOFEGGS
CHEAT BANJO BEGS FOR PLENTY OF EGGS
Infinite eggs. Wow, didn't see that one coming. It's not as ridiculous as the
rest of the cheats, but it's still not good. 100 is a good amount. With Cheato,
you can have 200, which is already more than enough.
CHEATNOWYOUCANFLYHIGHINTHESKY
CHEAT NOW YOU CAN FLY HIGH IN THE SKY
Infite red feathers. Pretty good. 50 isn't enough, and 100 is about right. It's
okay, but there are better cheats.
CHEATGOLDENGLOWTOPROTECTBANJO
CHEAT GOLDEN GLOW TO PROTECT BANJO
Infinite gold feathers. It makes the game quite a bit easier, but you can still
die from falling, and you can't go through most of the puzzles while using the
Wonderwing.
CHEATDONTBEADUMBOGOSEEMUMBO
CHEAT DONT BE A DUMBO GO SEE MUMBO
This will give you 99 Mumbo Tokens. You have a guide to tell you where to get
the tokens, so this is a waste.
CHEATLOTSOFGOSWITHMANYBANJOS
CHEAT LOTS OF GOS WITH MANY BANJOS
A cheat for infinite lives, but wtf? Who needs infinite lives???
CHEATTHERESNOWHEREDANKERTHANINWITHCLANKER
CHEAT THERES NO WHERE DANKER THAN IN WITH CLANKER
This opens Clanker's Cavern. Since you have guides to tell you where the Jiggies
are, level opening cheats are pointless.
CHEATNOWINTHESWAMPYOUCANSTOMP
CHEAT NOW IN THE SWAMP YOU CAN STOMP
Opens Bubblegloop Swamp.
CHEATTHEJIGGYSDONESOOFFYOUGOINTOFREEZEEZYPEAKANDITSSNOW
CHEAT THE JIGGYS DONE SO OFF YOU GO INTO FREEZEEZY PEAK AND ITS SNOW
Opens Freezeezy Peak. The length of this code is scary.
CHEATGOBISJIGGYISNOWDONETREKONINANDGETSOMESUN
CHEAT GOBIS JIGGY IS NOW DONE TREK ON IN AND GET SOME SUN
Opens Gobi's Valley.
CHEATTHEJIGGYSNOWMADEWHOLEINTOTHEMANSIONYOUCANSTROLL
CHEAT THE JIGGYS NOW MADE WHOLE INTO THE MANSION YOU CAN STROLL
Opens Mad Monster Mansion. Wow, even longer than Freezeezy Peak. We've got a
record.
CHEATWHYNOTTAKEATRIPINTOGRUNTYSRUSTYSHIP
CHEAT WHY NOT TAKE A TRIP INTO GRUNTYS RUSTY SHIP
Opens Rusty Bucket Bay.
CHEATTHISONESGOODASYOUCANENTERTHEWOOD
CHEAT THIS ONES GOOD AS YOU CAN ENTER THE WOOD
Opens Click Clock Wood.
CHEATTHESEGORIGHTONTONOTEDOORTWO
CHEAT THESE GO RIGHT ON TO NOTE DOOR TWO
This opens the 180 note door. All the note door cheats are useless, as none of
them open the last necessary note door (810).
CHEATNOTEDOORTHREEGETINFORFREE
CHEAT NOTE DOOR THREE GET IN FOR FREE
This opens the 260 note door.
CHEATTAKEATOURTHROUGHNOTEDOORFOUR
CHEAT TAKE A TOUR THROGUH NOTE DOOR FOUR
This opens the 350 note door.
CHEATUSETHISCHEATNOTEDOORFIVEISBEAT
CHEAT USE THIS CHEAT NOTE DOOR FIVE IS BEAT
This opens the 450 note door.
CHEATTHISTRICKISUSEDTOOPENNOTEDOORSIX
CHEAT THIS TRICK IS USED TO OPEN NOTE DOOR SIX
This opens the 640 note door.
CHEATSEVENTHNOTEDOORISNOWNOMORE
CHEAT SEVENTH NOTE DOOR IS NOW NO MORE
This opens the 765 note door.
CHEATGRUNTYWILLCRYNOWTHATYOUVESMASHEDHEREYE
CHEAT GRUNTY WILL CRY NOW THAT YOUVE SMASHED HER EYE
There are a number of cheats that destroy barriers and what not in the lair, and
they're all a complete waste, since they're all easy to break anyways. This one
smashes the eye in the Grunty statue with the 350 note door.
CHEATTHEYCAUSETROUBLENOWTHEYRERUBBLE
CHEAT THEY CAUSE TROUBLE NOW THEYRE RUBBLE
This destroys breakable walls.
CHEATWEBSSTOPYOURPLAYSOTAKETHEMAWAY
CHEAT WEBS STOP YOUR PLAY SO TAKE THEM AWAY
This removes all the webs.
CHEATSHESANUGLYBATSOLETSREMOVEHERGRILLEANDHAT
CHEAT SHES AN UGLY BAT SO LETS REMOVE HER GRILLE AND HAT
Destroys the bars and the hat of the Grunty statue.
CHEATYOULLCEASETOGRIPEWHENUPGOESTHEPIPE
CHEAT YOULL CEASE TO GRIPE WHEN UP GOES THE PIPE
This cheat raises the pipe that lets you get to the switch that opens the way to
the Bubblegloop Swamp puzzle.
CHEATBOTHPIPESARETHEREINCLANKERSLAIR
CHEAT BOTH PIPES ARE THERE IN CLANKERS LAIR
This one raises the pipes that let you get to Clanker's Cavern.
CHEATTHISSHOULDGETRIDOFTHECRYPTCOFFINLID
CHEAT THIS SHOULD GET RID OF THE CRYPT COFFIN LID
Removes the lid of the coffin in the shack near MMM, with the water level
switch.
CHEATYOUWONTHAVETOWAITNOWTHERESNOCRYPTGATE
CHEAT YOU WONT HAVE TO WAIT NOW THERES NO CRYPT GATE
Destroyes the gate blocking the path to the shack near MMM.
CHEATUPYOUGOWITHOUTAHITCHTOTHEWATERLEVELSWITCH
CHEAT UP YOU GO WITHOUT A HITCH TO THE WATER LEVEL SWITCH
This raises the water level near Rusty Bucket Bay.
And those are all the cheats, folks. Use your common sense when judging which to
avoid. Unless you're braindead, cheats like BOTH PIPES ARE THERE IN CLANKERS
LAIR will never grace your file.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 5i | Achievements | ACHV |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
This is a list of the Xbox 360 achievements to be earned in Banjo-Kazooie. When
you achieve one of these, a box will appear on your screen notifying you of your
achievement. Each achievement will give you achievement points, which total up
to your gamerscore on your Xbox profile ID card. There are a total of 12
achievements in Banjo-Kazooie, for a total of 200 achievement points.
+---------------------+--------+-----------------------------------------------+
| Achievement | Points | Description |
+---------------------+--------+-----------------------------------------------+
| Jigsaw Maker | 20 | Complete all seven of Bottle's Secret |
| | | Jigsaws. |
| Show me the honey! | 15 | Collect all the honeycombs. |
| Music Maestro | 25 | Collect all 900 notes in the game. |
| Cheating Cheato | 20 | Find Cheato three times. |
| Move Master | 15 | Learn all Banjo's moves. |
| Chomp Chomp! | 15 | Chomp 30 Red Yumblies. |
| Free Clanker | 15 | Free Clanker. |
| Konock out Nipper | 15 | Beat Nipper. |
| Mumbo Jumbo | 10 | Be transformed by Mumbo. |
| Get Jiggy | 10 | Collect 2 Jiggies. |
| The Quiz Master | 20 | Complete Grunty's Furnace Fun quiz show and |
| | | win the Star Prize. Been paying attention? |
| Jinjonatored | 20 | Fear the Jinjonator. If you're a witch, that |
| | | is. The Jinjonator lays the smack down on |
| | | witches. |
+---------------------+--------+-----------------------------------------------+
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 5j | Legal Disclaimer | LEGAL |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
This FAQ may not appear in any way, shape, or form on any site but gamefaqs.com
without express, written persmission from me, the author. Understand that this
document is protected by copyright, and to publically display it without
permission is a violation of copyright. However, IF I DO give you permission to
use this document on your site, you are welcome to do so. But please, DO NOT use
it UNTIL I give you permission.
Copyright 2007-2009 Ethan Alwaise
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 5k | Contact Information | CONTACT |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
You can contact me only through email. My email address is zoophoria@gmail.com.
Be sure to include the phrase "Banjo-Kazooie: Nuts n' Bolts FAQ", or something
along those lines, so I'm aware that it's not junk.
These are the things you CAN contact me about:
- Correcting things I messed up and giving extra tips. Sure, I'll add whatever
you contribute and give you full credit for your information.
- Praise mail. Yeah, if you liked this guide, you're welcome to tell me so.
- Hate mail. I don't really care if you hated my FAQ. If it's hate mail, I'll
just ignore it.
- Permission to use the FAQ. Yes, like I said, you're welcome to use the FAQ IF
AND ONLY IF I GIVE YOU PERMISSION.
Now these are the things I DON'T want to be e-mailed about:
- Spam. Just no.
- Spelling/grammar corrections. I can find these on my own and they (in almost
all cases) do not at all affect your ability to understand what is being said.
- Questions or emails "wrtn lik thiz". This gets really annoying and sometimes
actually makes it difficult to read your message.
- Questions that are answered in the FAQ. Unless there is something missing from
the FAQ or the description of how to do something is unclear to you, just
check the FAQ.
That's pretty much it. These rules are not very difficult to follow. Failure to
follow them will result in me not answering your questions, so it's in your best
interest to follow them.
==========================----------------------------==========================
| =-=-=-=-=-=-=-=-=-=-=-=-=-=- |
| 5l | Credits | CREDIT |
| -=-=-=-=-=-=-=-=-=-=-=-=-=-= |
--------------------------============================--------------------------
me frog - His BK FAQ inspired me to write this. Also, his guide helped me with
Mumbo Tokens and cheat codes.
Rock N Deep - His FAQ helped me with cheat codes and characters.
Ernest 64 - His FAQ helped me with Mumbo Tokens.
Rareware - For making such an awesome game.
Nintendo/Microsoft - For publishing such an awesome game.
CJayC - For creating such a site as awesome and helpful to gamers everywhere as
gamefaqs.
sam-del_567@hotmail.com - He corrected the error in the GOLDFEATHERS cheat.
maxpower592@yahoo.com - He corrected the error in the Ice Key cheat.
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